Showing posts with label Video games. Show all posts
Showing posts with label Video games. Show all posts

Wednesday, March 21, 2012

How to make the most epic Zelda climax even more epic


So I was listening to the "Inception" soundtrack one day and started picturing "The Legend of Zelda: the Wind Waker" to appropriate parts. And now I am on YouTube. I realized this video was well within my abilities and just had to do it. I've been thinking a lot about the series, frequenting Zelda Dungeon and Kotaku, and altogether trying to collect my thoughts about everything gaming so that I can start a blog to share them publicly. Hopefully I can make good progress in that area, as this is sure to garner some attention (I hope). Afterwards maybe I can make more videos.

Thursday, February 16, 2012

Did Ocarina of Time outdo Skyward Sword?

Since the release of Skyward Sword, the Legend of Zelda fan base has been obsessed with critiquing this latest installment and deciding whether or not it "breaks free" from the "shadow of Ocarina of Time" that has so dominated everyone's outlook on the series. People are quick to defend or criticize nearly every aspect of the game, be it the same as previous titles or at all different from them. The problem is, too much of this is being done with the perfection of OoT in mind, a stifling qualifier that has stood over every game's success for the last few console generations.

So, while everyone (including myself) has something to say about Skyward Sword's achievements and failures, I have decided to subvert the question for now and instead look at the oh-so-defining Zelda. Is it really worthy of its own fame?


Item 1: Gameplay
Ocarina of Time has pretty solid gameplay; it's simple, if a bit unrefined. But what can you expect from the first attempt? This is the game that brought Zelda into the third dimension, so naturally it's a bit rough around the edges. Actions can be a tad chunky at times, the enemies don't sport a lot of variety, and Link's moveset is at its most basic. In a nutshell, it sports a less developed, less polished engine than what we have today (motion controls aside).

"But wait," you say, "that's not fair!" It can't be criticized just because games have become more sophisticated with time! Well, you're absolutely right. And one must respect it for having established the system as well, correct? Ah, here's the sticky part! Yes, it defined the mechanics of 3D Zelda that have been employed to this day, and it deserves great credit for that. However, that does not necessarily make the gameplay as good as its own derivatives: dismissal of later games' mechanics because of the prestige held by their earliest employment goes beyond respect and assents to bias. The harsher levels of this bias entail an indifference to extra features, such as rolling through bushes and small pots; and hatred of any deviation, such as Skyward Sword's infamous stamina meter. Do you know what a drag climbing ledges is without parkour Link?

Let's face it: Ocarina of Time has the most primitive gameplay of the 3D Zelda era. Is less really more? Not when it provides fewer avenues for entertainment. Many of the game's actions become quite dull, in and of themselves; if the adventuring were as linear as in Skyward Sword, you'd probably lose interest.


Item 2: Structure
Whatever you may argue about SS being linear, there's no doubt OoT avoids this issue. The problem is, it's somewhat shoddily done. The benefits of freedom are tainted by the intended progression: if you want to do things in your order, be prepared to put up with ignorant and impassive NPCs, incessantly misdirected information, and juggled event triggers.

Once you've pulled the Master Sword, you receive instructions to head to the Forest Temple. There you find the bow, an item necessary for hitting the eye switches found in most (if not all) dungeons. Once you have this, you can do anything you want, as long as it doesn't require returning to childhood. Shiek blocks the Master Sword's pedestal in the Temple of Time until you have actually beaten the Forest Temple, and she will not acknowledge any other actions on your part. You could consider her ignorant except she will show up to teach you the Bolero of Fire and Serenade of Water should you sequence-break, then continues to devote her intercourse exclusively to whether or not you've awakened Saria as the first sage.

Moreover, though the dungeons after the Forest Temple require little order, there is still a "recommended" one, to which end Navi offers her apparently happenstance thoughts. Whichever is next up by this nature is what you will forever be reminded of, no matter if you're making progress elsewhere.

Aside from the above, the game's openness is welcome. OoT's best asset may be its dungeons, which require you to wander about in an unguided and thoroughly nonlinear fashion to locate keys and new pathways. They provide a reasonable explorational challenge, though at times are exasperating due to overlong segments that you must redo upon screwing up or discovering you don't have enough keys. Majora's Mask probably surpasses OoT in level design here, although it's lairs could stand to be a bit larger, being so few.

Still, with such a large, open world, Ocarina of Time ultimately trumps Skyward Sword, right? Well, until you realize how much is wasted. The latter gets criticized for how little you need or are able to utilize collected bugs and treasures, how little play certain abilities get, and how pointless some rewards are. Okay, so the upgrade system is arguably underused, swimming is isolated, and that Tycoon Wallet isn't really needed. In this case, linearity might be a blessing in disguise; you don't have to go far out of your way to achieve 100%, and the gameplay keeps it fun the whole time. In OoT, on the other hand, there are plenty of unobtrusive side quests and things to collect, but with the exception of larger ammunition packs (something SS nailed very uniquely) and heart pieces, you don't put much use to any of the extras besides the bottles (only one of which takes effort to get). Ice arrows? There's really no point. Rupees? The most you ever spend is usually on magic beans, which cap at 100 (and you can sacrifice buying one for Lake Hylia thanks to the Scarecrow's Song). Only if you're unlucky enough to lose a tunic will you require bigger wallets, which otherwise merely let you store a greater quantity at once of the infinite cash that will never leave your pocket.

The wallets come from collecting Gold Skulltulas, which is a travesty of its own. Granted, you get a piece of heart and one of the best features in the game (the Stone of Agony, which makes the rumble pack detect secrets) from this, but for a small price. You need 20 for the rumble rock and 50 for the heart quarter, out of a total of 100 scattered throughout the land and dungeons. You'll bump into 20 easily, and 50 aren't hard to find just by keeping your eyes open. So, what do you get for tracking down every last one in the most gargantuan collection mission in Zelda history (not counting figurines)? 200 rupees! Yes, you basically get to see what the father of the cursed family looks like, plus bragging rights. I understand Nintendo likes to make sure the less talented can still get their hands on the main goodies, but really, we elite spider hunters deserved something like sword beams for this! Such a failure to evenly reward the player ruins the harder half of an otherwise ideal safari.


Item 3: Story
Ocarina of Time, the quintessential Zelda story... What could possibly be faulty here? We all know this epic tale, so I'll cut to the answers.

First, Ganondorf. The man is ambitious enough to summon Meteor or maybe make a peanut butter sandwich. Sure, he's vile, he decimates the land in the course of seven years, and he wields the Triforce of Power. But he doesn't seem to understand his own words. Here we have an inconsistent villain who tosses you aside as a nobody outside the gates of Hyrule Castle, then turns around and claims he knew all along that you would open the Sacred Realm. A ploy, acting like he didn't know anything of you? He did see you through the window with Zelda when you spied on him earlier; it's possible he wanted to maintain the appearance of chasing the princess in order to let you get into the Temple of Time.

More likely though, he's just a braggart. Once you awaken the sages, Zelda reveals herself and Ganondorf captures her. After claiming that it went according to plan, save for your accomplishing a bit more than he expected, he steals her away and declares that he will soon possess two Triforce pieces. With them, he laughs, he will "become the true ruler of the world", presumably able to smite you easily with a two-to-one Triforce ratio. In reality, he idles away the time playing the organ until you arrive, then tries to smite you without such an advantage. Why?

At first, it seems obvious. He notes that the Triforce pieces resonate at close proximity, wanting to become one. As this is how he assembles the golden power in The Wind Waker, it seems that contrary to his earlier boast he cannot obtain the lost pieces individually through force. Yet we know this is not true: the very first game proved otherwise! Link, having collected the Triforce of Wisdom, slew Ganon and obtained his piece, the Triforce of Power. One could argue that only a hero of unbreakable spirit could do this, one who could claim the whole Triforce without it splitting from an imbalance in that individual's virtues. But such a contingency only makes sense if an imbalanced person could never, ever have the whole Triforce. Why? Because if it splits in the first place, and you can't wrest the parts from their bearers (by killing or otherwise), then the only way to obtain the two not in your possession would be to make them reassemble as in WW. And the whole being unclaimed at that point, it would most likely split all over again when you touched it, because you are imbalanced!

There are three possible explanations for Ganondorf's behavior in The Wind Waker. One, it did not occur to him that it would split again; two, he was counting on it not splitting as he was a more balanced person (evil though he was). And three, he merely wanted to make a wish, and the full Triforce will grant your heart's desire, at least partially, despite splitting from imbalance. What Ocarina of Time (and its predecessor, A Link to the Past) has to offer on this last theory is a discussion for another time. For now we can conclude that OoT Ganondorf was the Great King of Procrastination, or he would have taken Zelda's Triforce before practicing for his recital. I wouldn't be surprised if he only trashed Hyrule six years in, given how strongly he seems to have inherited Demise's ability to "spare a few moments."

Unfortunately, this lack of action plagues the entire game's progression. Unlike Skyward Sword, Link is the only one actually running around doing anything most of the time. This is in part thanks to his seven-year absence, during which Ganondorf appears to have done most of his pillaging. It's not a bad concept, leaving you to witness the aftermath and try to put things as they were before. However, some of the rectifications you set out for never take place; and coupled with the aforementioned structural issues, the world remains quite static in each of its respective time states. Case in point: "the Zoras are still all dead."

And why should Link put up with any of this? As we know, drawing the Master Sword unseals the Sacred Realm and allows Ganondorf access to the Triforce. At the same time, replacing the blade puts Link back where he was before being sealed for seven years to reach adulthood. Couldn't he just leave it there and never let the evil future happen? Does time pass in the child timeline while Link is active in the adult timeline? It makes sense that, if Link's aging only counts for the sake of wielding the Blade of Evil's Bane, then putting it back would reverse that aging entirely, placing him at the age he was when he first drew it, at which point he had not drawn it; at which point, therefore, the Sacred Realm was still sealed! In effect, which timeline branch ensues depends not only on Link's success, but also on his choice: if he's defeated, Ganondorf obtains the whole Triforce and the Sealing War occurs; if he draws the Master Sword and defeats Ganon, the adult timeline proceeds; and if he realizes how much tragedy he can avert, then he returns the Sword, stays a kid, protects the Sacred Realm, and brings about the child timeline (even preventing Twilight Princess, depending on how Ganondorf came to possess the Triforce then).

How do you like that? You can win the game by not finishing it. On one hand, this cleans up the timeline a bit by proving each branch exclusive to the others; on the other, Zelda's act of returning Link to his childhood makes less sense than ever. Supposedly it's the reason why what I've just stated is false: by completing the quest and being sent back at the end, the events prior to obtaining the Master Sword are also undone, and Link has the necessary knowledge of the future to prevent things happening in the same way. Yet what knowledge would this be? He'd have no more opportunity to convince the king of Ganondorf's evil intentions, and the most he could tell Zelda (who is already spying on the Gerudo King in the ending) is that drawing the Master Sword isn't a viable option, as he would be sealed for seven years. Zelda could change her plans, but to what is inconceivable; for her father already dismissed her warnings, and the only fallback, protecting the Sacred Realm, would still boil down to whether Link left it alone. So what does she think she can achieve by granting Link his lost teen teen-hood? There won't be any peace while Ganondorf's still around, the adult timeline is potentially eradicated, and Link has a thoroughly redundant chance to choose between it and the child timeline. Thanks for hitting the reset button.

To top it all off, OoT's writing isn't the best. Perhaps this is the fault of the translation (and possibly some censoring), but the dialogue can be absolutely bemusing at times, leaving you scratching your brain as to what a character was trying to say or why they were saying such a thing in the first place (Ganondorf is only one such offender). When you add this to all the other issues, the whole game's proceedings become rather unclear, from people and places to the histories and legends that intertwine with them. Too often one looks back and asks, "What exactly happened?" It's ironic that the most fundamental plot in the whole Zelda universe is more riddled with fridge logic than any other. It may be a great story, but its integrity hardly withstands the execution.


Item 4: Navi
Ah, Navi, come hither. Link's fairy companion has amassed a lot of hatred over the years, as we well know. The question is, is she a worse familiar than Fi?

The latter finds herself criticized on two major counts: problems with her loquaciousness, and her degree of character development. Let's compare.

Navi certainly talks less; however, when she's not being the mother of Captain Obvious, she's blurting out statements that sound either completely random or like she's winking in your face. "I wonder what Saria would say," indeed. Are you a self-dialed tip hotline with bad tact, or do you have your head in the clouds? This personified hint system is less explicit than in subsequent titles (though certainly devoid of subtlety), and it seems to be intended largely to aid those who have been wandering about because they haven't been able to find their next goal by themselves; but whatever it was meant to be, it failed, because Navi interrupts you far too frequently with the same old comment, if not the information you just heard ten seconds ago.

She has two saving graces: you can ignore her and not push the button to hear what she has to say, and if you do (either because you want to end the annoyance or enter first-person view) you can skip through her text quickly (an unfortunate deficiency of Fi's, though she has enough personality to be more interesting than Navi; more on that below). As if anticipating our relief, the designers made one recurring exception. Whenever you enter a room with a wallmaster, she stops you without consent to warn you, and her text proceeds at the painfully slow pace (far worse than in SS) that is alternative to skipping straight to the end, which is not an option in this case. When you don't expect it, it's more disruptive; when you know it's coming, the waste of time is extra irritating; and either way, you have to wait for her to finish a line you've read countless times about an enemy that you can see and hear coming a mile away. At least when she hollers because you've walked up to a locked door without a key, simply walking away shuts her up.

As for character, Navi has this irksome smidgen of existence that jars with her overall unimportance. She has little personality and a simple role: follow you and provide one-liner hints. She is shallow, static, and uninvolved, but her dialogue at certain points suggests otherwise. The first you hear of the Master Sword is her reaction to seeing it: "It's that legendary blade... The Master Sword!!" This leaves you wondering what she knows and how, which she never discloses. Toward the end of the game she acts somewhat personally toward you, first apologizing for not being able to assist in fighting Ganondorf and then enthusiastically sticking with you for the last battle. At least Fi, who specifically reflects upon her relationship with Link, actually comes off as a person of sorts. Her feelings at the end of SS may seem strange given her serenely robotic, duty-oriented attitude during the adventure; but the impression exists of an unspoken friendship that grew through their trials together, now realized at parting. Navi, on the other hand, exhibits no such depth, but still tries to matter. Then she flies away. Talk about a lack of character development.

But hey, at least she's not long-winded. That distinction goes to Kaepora Gaebora, the owl I would swear comes from Winnie the Pooh except he doesn't drone exclusively about himself. The lesson is we can't win.


Conclusion
Ocarina of Time is, truth be told, one of the more overrated Zelda games out there. With so many flaws it fails to top its successor, Skyward Sword, though the latter isn't perfect itself. Indeed, both games fall short in various areas. But OoT is like so many "classic" movies from 50 years ago in that its decency is treated as mastery despite being a nitpicker's extravaganza. It's a good game, just not the greatest; so if the question surrounding the most recent title must be whether it bests this classic, here is the most impartial answer possible:

Other installments, such as The Wind Waker, already did.

Tuesday, May 3, 2011

Stereo Flatland

There is a Paper Mario game in the works for the 3DS. I cannot help laughing at this.

Paper Mario is a 3D (or "2.5D") game with 2D characters and objects. It tosses Flatland into the next dimension for a visually fun game. Mario and co. run around as little paper cutouts, flipping around to reveal no depth as they wander about 360 degrees.
No doubt the 3D effect of the new handheld is meant to enhance the show of two-dimensional parts shifting mathematical planes. What I find ironic is that a fuller presentation of 3D will lead to a truer grasp of 2D. It sounds silly but it makes sense. The more you define the spacial axes, the better objects of different dimensions can be distinguished.

And yes, I know Paper Mario doesn't really have 2D parts, only 3D ones with a minimal length on one axis. But I won't be that picky. If you want to, I'd try building Doom for the 3DS. I don't know what those sprites that always face you would do to my eyes. Actually, that part sounds neat. I'd be more concerned about the perspective-bending that occurs when you look up and down right next to a wall and such. Great, now I'm curious. Thank you, anticipated nitpicker.

Thursday, April 28, 2011

The Dragon's Roar

Of things best in the abstract, one of my favorites is the roar of a dragon.

Through the years many interpretations of dragons have come and gone, and as our technology becomes better we produce increasingly "realistic" versions of the beast. Its various attributes which we abstract from the animal world in our imaginations gain material representation in art, and we can then apprehend the whole construction as though it were a reality.

With the visual comes the aural. We know what similar life forms sound like in real life, so when we design a dragon bodily we can have a good idea how it might sound based on size and animal makeup.

But as a creature born of the imagination, there is no "correct" portrayal of either aspect. Though the physical essence has definite parameters, the audible potential is much broader. Mankind has never heard a dragon, so the sound of one is generally based on individual mental association. And while biological sciences can provide much insight into how something sounds and why, such accidents of a mythological entity are ultimately unknown. To define its vocal abilities by its physical structure is a rather limiting course of action.

When the scenario doesn't demand a completely organic level of realism, I find that the best dragon sounds are those with a touch of paranormal extravagance. A sound that wouldn't quite be heard in reality gives life to the mythos of the dragon, preserving the fantastical quality of the unfamiliar without seeming altogether alien. This tends to be lost by the most "realistic" dragons' overblown komodo bellows; we feel so familiar with them that they are no longer as impressive by their very being.

The following are what I consider the top three dragon roars from video games. Let's begin on the realistic side sound-wise. Cut to about 0:45 and 3:30 for the best examples.

Openness to esthetic variety also gives way to originality regarding a dragon's place in its world; for example, how a dragon could translate as a character. Wind Waker's Lord Valoo is, to say the least, a very abstract dragon all around. His long neck and puffed jowls may look ridiculous at first, but the deep, hornlike howl he emits give his physique credibility and vice versa (except for the dinky wings, but that's another matter). The strength of his voice denotes his guardian status, and the beholder can't help but feel respectful of his magnificence.

A very different character is Ridley, the cold-blooded Space Pirate from Metroid.

This is not the kind of guy you want to meet in the dark (which is exactly how you do in the game). His otherworldly screech suits both his appearance and his vicious personality. Unfortunately, none of his incarnations after Super Metroid are up to snuff: in the Prime games he is more on the "realistic" side (the biggest problem being his generic keeping with the bulk of the game's creature sounds), and in the GBA titles he is pitifully cheesy.

My other favorite doesn't quite belong to a dragon. It is the cry of the skeleton coaster in New Super Mario Bros. Wii.

I like this one because of the wildness it contains, even apart from the scenario it belongs to. I can't quite picture what would be making this call in the wild, but I have a strong feel for the kind of place or situation in which it might be heard. Here the mythos is interpreted only enough to provide a baseline for further subjectivity, and even this is powerful.

I'm glad dragons don't exist. For starters I'm glad I never have to worry about running into one. But I also appreciate a fact obvious enough to be overlooked: that the dragon's imaginary essence is an opportunity for innumerable fantasies, and its unfixed qualities lead to creativity and an awe of the unreal. Among these flexible attributes, the sound of its roar is definitely one of the greatest.

Thursday, April 21, 2011

Don't Explain, Just Repeat (Hoot!)

I often find writing to be most limited in that I cannot be certain a reader will understand my present discourse before I go further. When conversing, I can tell firsthand if someone follows my point, and I can approach it in another fashion as necessary. With writing I can only try my best and follow guidelines, but at certain points I simply need feedback. If I never wanted to rewrite anything, the best I could do would be to vainly pepper my ideas with the phrase, "With me so far?"

It would be superfluous to write the same thing multiple times with different phrasing. If I knew what was understandable, I would only need to write that. Asking the reader if they were with me could provoke little other than rereading the part they didn't get. Last night I was revising a particularly loaded post (I'll let you know when it's done) when this fact gave me an idea.

I want to make some sort of HTML tool that you could stick in your posts just to tease this. The owl from Zelda, Kaepora Gaebora, would sit rotating his head and asking you if he should repeat himself. If you click "Yes" the page would scroll to the last spot where you placed some kind of starter point; you could have multiple owls in one post. Thus would the character famous for identical reiterations of info get his share of loving humor in reference instead of merely annoyed memories.
Unless you scrolled through a post too fast and accidentally passed him, which would automatically hit "Yes." No, I'm kidding.

Saturday, April 2, 2011

The Fruits of Simplicity and the Importance of the Undefined

There is a famous computer simulation called "Conway's Game of Life," in which dots in a grid appear and disappear according to a certain set of criteria. The dots create more, go away, or maintain their existence based on how many others surround them. Such a simple system is capable of creating incredibly complex visuals. The interesting thing is these visuals tend to become less entertaining the more complex the base system, especially the grid, is. The patterns in a hex-based system, as opposed to the standard square one, are of a more or less predictable nature next to the latter. Many cool designs can appear, but the variation on the general result has enough limit to make a user defining the rules and initial positions lose interest. The basic four-sided system is much more fun to tinker with, as I can personally attest having spent unknown hours playing with a colorful version from an old "After Dark" screen saver program.

This simulation is the best example I can find to demonstrate a fact of nature: simplicity produces complexity.

If the atom were not such a simple structure, it could not as effectively form the many myriads of physical matter we observe day-to-day. If mathematics did not begin with the smallest unit, it could not calculate everything it needs to. The reason for this phenomenon should be obvious. A function is naturally limited by the size, as it were, of its parts: given a finite space in which to build a structure, Legos will allow more variation than Duplos. Also, the more complicated the parts, the more specifically they must work together and hence the easier it is for them not to (consider exclusive Lego pieces tailored to their specific sets; they are hard to use in an original work). In effect, there is an inverse relationship between the complexity of interacting parts and that of their results.

Unfortunately, a creator often destroys true simplicity when he tries to design it. If a unit is too individual it will broaden the entire construction to maintain its individuality. If it is too specialized it will need more specific parts with which to interact. In both cases the unit adds to the total complexity of the parts in an effort to be simple in itself. This makes the results of the parts' interplay with each other more limited. A unit that is only simple in itself has a false simplicity.

Being a nerd, I shall illustrate with a comparison of Super Mario 64 (the original, mind you) and Super Mario Galaxy. For gameplay purposes, consider Mario as a single unit. Powerups are external units that become part of his unit to alter him; and in-stage devices are separate units that direct his actions, respond to them, or perform some degree of action in conjunction with him.

In SM64 Mario has a wide range of moves with which he can conquer the entire game, save for some circumstances that require him to attain one of three powerups. These give him additional attributes, such as flying or sinking in water, without changing his native ability. By contrast, SMG's Mario has only a few moves which are quite limited in themselves; what really perform most actions are in-stage devices that he must trigger, and likewise his mobility is largely directed by other units. There are lots of powerups, almost all of which change his very essence by making him geared toward one thing.

In himself, Mario is apparently a simpler unit in SMG (but what good is it to abstract him from his world?). If both Marios could accomplish all the same things in a game like SM64, the Mario with more moves would seem superfluous. Yet that is part of SM64's beauty: Mario can meet a goal with a variety of methods, and this places power into the hands of the player---a defining quality of good video games. But what's important is that SM64-Mario's more numerous moves do not complicate the structure of the game. As long as the many moves do not exist for their own unique ends, they are not complicating the unit's mode of interaction, just adding to the versatility within that mode.

In SMG, however, Mario's "many moves" are each designed for one-dimensional circumstances and are furthermore removed from Mario himself as they take the forms of powerups and devices. Mario has many things to do only in the form of many individual roads he can take, which ultimately do their own things as he goes through them. Here we see the complex sum of parts producing limited results: everything in SMG, not just Mario, boasts a false simplicity leading to stifled gameplay. SM64 instead provides lots to do by laying all the simple nuances before you, constructing entire worlds from their combinations and leaving you to interact with them as you please. Ultimately, fewer units with wider interplay are better than more units with specific interaction.

All this brings me to my second topic, which is responsible for the falseness of self-simplicity among other things. Not too distant from the "Principle of Simplicity" is the balance of definition, or the degree of fixity in a construction.

As a rule, something should have a sufficient level of establishment to achieve its goal and no more, lest it become restrictive. In the examples above, Mario's powerups, the world design, and the tasks required of the player---that is, the actions he must perform to achieve certain results---are firmly set in SMG. To say they are predetermined would be a misnomer, for everything in a video game, to the extent that it presents and allows a finite amount of material, is so. The real problem is the forced nature of the situation. Mario can accomplish X by Y and Y only. It is merely left to the player to actually perform the action (and overcome any challenge in doing so). This is precisely how Nintendo's aim for increased interaction backfires: they provide so many keys and keyholes that the player has no freedom.

Aiming for the other end of the spectrum is the motion control craze. Consider the hands-free Xbox peripheral, the Kinect sensor. Direct, full-bodied interaction with games is a noble endeavor, but the goal of transcending the barrier between games and reality is flawed. Short of using Inception's dream construction, games will never achieve the limitlessness of real life, just as computers will never be capable of independent thought. The ultimate struggle Kinect will face is a faulty attempt to make interaction unfixed, to remove definition. The premise that you are freed from the constraints of buttons is overridden by the reality that you can still only do a set amount of things a game will understand, though the medium would suggest otherwise. No motion control will completely eliminate defined functions, which is why standard controllers aren't going anywhere. And the sooner developers and consumers recognize this, the less danger there will be of jolting the player out of an experience that was supposed to be immersive.

Between these two extremes is the balance, where definition is welcomed as essential but not allowed to become totalitarian. And the importance of this balance is esthetic as well as practical.

To go beyond the realm of video games, the merits of incomplete definition are perhaps best exemplified in visual art. I don't know if Monet or anyone else said as much, but the best realism is not devoid of impressionism. Reality is heterogeneous: the "natural" look of any object, particularly those occurring in nature themselves and especially in forms of life, comes from a sort of imperfection. The grain in wood is not uniform, and the dancing of fire is unpredictable. One slice of bread is not the same as the next. So it follows that a good painter can replicate a scene with a brush to the point of photo-realism for someone standing at the right distance. The brush's chaos meets the chaos of reality.

This chaos becomes infinitely more significant when compared with graphic art. It is hard to simulate fire and water for a reason. If you'll excuse my quick return to video games, observe this painting.No remake of Donkey Kong Country would ever look so spectacular, for the brush lends an organic feel that computers, somewhere along the line, are practically incapable of reproducing.

Within graphic art there comes a peculiar application of this "Principle of Undefinition." The resolution of an image is not unlike the example I gave early on of Legos and Duplos. The more pixels, the smaller (and simpler) the units, the more complex the result can be. When representing, say, a rocky terrain with graphics, greater resolution (if utilized correctly) will result in a more realistic image. As a rule; but if you compare the earth of planet Zebes in Super Metroid and in Metroid: Zero Mission, the former will appear more organic despite possessing half the resolution. In comes the Principle of Undefinition to override the Principle of Simplicity. In Super Metroid less of the terrain is clearly established due to the limitations of its pixelation; but those stray pixels and colors that suggest a heterogeneous soil are more effective when the mind interprets the visual and fills in the gaps. A sense of vagueness is pleasing because the imagination sees vagueness in its own clarity.

All these observations suggest to me that our present determination to continuously expand and refine our crafts and technologies is in the end rather self-defeating. We should push forward, indeed; but to do so for its own sake falls to the fallacy that more is better. Nature has it that there is a balance in everything, and at some point we must be willing to retreat in order to achieve the proper equilibrium. Until then, I watch as the world mistakes mass for depth, and wonder how far it will go.

[Image by Orioto from DeviantArt.com]

Wednesday, September 22, 2010

SMB2 Inception

You've all seen Inception, right? You've all played Super Mario Bros. 2, right? You realize the connection is better inferred for oneself than explained, right? Behold a 20-second video and an original cartoon on the subject!





Monday, May 10, 2010

Why I'm going to get a PS3

I decided a while back that I wanted my own game console to play if I go live with my brother in Indiana to go to college or anything. I compared the Xbox 360 and the PS3 along with their game libraries and decided the PS3 had more that I'd want, including:



  • Current-gen games

  • Free internet

  • Previous-gen games

The last one, of course, recently changed. I checked out everything I would want on a backwards compatibility list and they were all covered--then realized the list was moot with the new PS3 Slim. That's okay, actually, because buying a PS2 Slim for $100 would guarantee previous-gen playability and ultimately cost less than keeping an Xbox Live subscription anyway.


Now, I've always been a Nintendo fanboy; and like most Nintendo fanboys, I hated when others favored Sony because they had "real games" that weren't just "for kids." The trouble is, those age-old accusations are gaining more and more truth as time wears on. I'm not saying Nintendo needs to make more M-rated games or anything like that, but they're trying a little too hard to assume that there are new gamers whose only way to get into their franchises is through increasingly dumbed-down everything. Call me old-fashioned, but I don't buy into the philosophy that novelty, real or faked, makes games automatically worthwhile by way of graphics (no-brainer), storyline (Spirit Tracks comes to mind) or gameplay (gimmickry comes to mind).


To spare you from my potential to write a thorough analysis of this issue as a ten-page essay (a "proof," as I would say in logic or philosophy), let me use the following videos to point out a simple fact: Sony is on Nintendo's turf, and darn it, they're doing a better job.







Those are two of the games I intend to get. I may get LittleBig Planet while I wait for LBP2. Then there's Joe Danger, the enhanced Exitebike that Nintendo never made, and a nifty action-puzzle game called echochrome. Final Fantasy XIII is obvious, and after SC played and liked the unique RPG Star Ocean (thanks to emulation and translation patching) I figured I'd go for the whole series. I also became attracted to stealth series Metal Gear Solid when I learned about its storyline and had conversations with SC about its drawing on American culture in the reconnaissance war zone. I recently got my hands on the Metal Gear Solid: Essential Collection (containing the series through the PS2) just as the prices for it began the "rare and out of print" ascent, snagging it for $40 instead of the base $30--still a good deal. For the sake of the old Metal Gears 1 & 2 I purchased the special edition of MGS3 from the nerd-run small business at nintendosforsale.com, which was the best bargain I could find at the time. I also possess copies of Chrono Cross and Mega Man Legends, the latter of which I got years ago since my eldest brother left his PS1 and I happened to see the game at GameStop for nine bucks back when they carried PS1 games at all. As per my standards of reliability vs. practicality, the only items above that I own used copies of are MML and the expanded MGS3.


Needless to say, I'm getting a head start on securing the games I want. They don't stick around as long as the systems; although I ought to get my PS2 as soon as I can. So goodbye, Nintendo; you no longer provide what I look for in games with enough consistency for me to stick with you after I move and leave behind the family Nintendo merchandise.

Sunday, May 2, 2010

The Best Football Game That Doesn't Exist

I don't play sports games, but I would definitely play this.

Saturday, March 27, 2010

Indie Singer and Final Fantasy Fan

I'm pleased to present something, or rather someone, I recently stumbled upon in the music world. Kate Covington (or katethegreat19) is a singer/songwriter who creates beautiful lyric arrangements, specializing in Final Fantasy. One can find countless musicians on YouTube performing whatever they are fans of, but Kate is one of those gems who goes about her work like a professional cover artist, or rather is on the very path of being one. She directs her own choir and has successfully struggled to copyright and release her songs.

Her style is one that I have a particular weakness for, that of mystical sweetness and wonder which I cannot fully describe; here is the video I first encountered (lyrics provided in the video info):

I wish her the best of luck. (She has one of the few modern singing voices that I don't have tolerance issues with, after all!)

[Kate's YouTube channel - more links from there]

Tuesday, March 23, 2010

I Got Spirit Tracks

Sounds like a psychological condition.

The Legend of Zelda: Spirit Tracks was on sale at Target today, and I had a couple gift cards to use. Soon I'll have completed every Zelda game to date (again), which is bound to be better than resorting to the über-easy and linear Super Mario Galaxy to stave off boredom.

Newer trailers have revealed things possibly (probably) more bizarre than Link's train, which alone made me scoff at the game. I don't even know what to say about these (go watch a trailer yourself if you want an idea), but as far as the plot goes, I can say this: I doubt it will work unless the kingdom with the disappearing Spirit Tracks is some foreign land outside of Hyrule, because there's no plausible way Hyrule could have had them and a locomotive all this time without there being some legend about them. A game cannot tie into a string of sequential storylines and introduce something out of nowhere that has supposedly been there for ages. Majora's Mask works because Link finds himself in a strange land. Minish Cap works because it is completely independent of all other games. Spirit Tracks must necessarily fall into the Majora's Mask and Phantom Hourglass category, because it's a direct sequel to the latter and continues Link's adventures after Wind Waker.

Unfortunately, this is not likely because the train has some form of the Hyrule crest right on it's front. In any case, my previous rant all but guarantees that it won't be as good a story as Phantom Hourglass; or at the very least, that it will be a better pastime to make fun of it than to rationalize it with its predecessor. I'll only know for sure after I play it.

Monday, January 11, 2010

NES Games Are Super-Resilient

I know it's been all video games here lately, but hey, I'm a nerd with a currently disorganized life and VG stuff is easy to share -- provided the audience is receptive. So here's to posting stuff on a blog that only four people and a couple gamers ever read, because I can.

Behold another reason to be an old-school gamer.

Friday, January 1, 2010

Happy New(?) Year!

Apologies to non-VG-nerds =)

Saturday, December 26, 2009

The Right Strategy

My brothers and I just spent the evening playing Star Fox: Assault. I was rather nightmarish as three of us played; but when a fourth person joined in, I began having much more trouble. It drove me nuts, but not nearly as much as the discussion S.Cobb and I had.

I tried to explain why I didn't enjoy the four-player match, and it culminated in an argument over how four players is experientially different than three. Setting aside such issues as whether I am a sore loser or just don't like getting blown up (and how points versus lives matters or how to get the kills you need -- please leave them at rest, SC!), my problem was that there was more to contend with in 4-player, and I had a hard time with it.

I put forth that there are more people to dodge, more people to shoot, more people to keep track of in stats: overall the mayhem increases. Cobb argued that while there are more people for you to deal with, there are more of them to keep each other busy, so what you face individually is no more dense.

He pointed out that he would get shot up just as much in battles with fewer people, and by personal experience there isn't a great difference in strategy as long as you are getting shot and have to shoot others. So how come I had a harder time when he didn't? "You must have been doing something wrong."

Annoying as this explanation is, I realized a certain quality about it. Most simply, I can turn it back on him. He must have been doing something wrong if he didn't have an easier time in 3-player. Or else I was doing something right, that I was better. Of course, I know he'll say he had to deal with me in greater frequency, and I'm the admitted best at the game.

But back to the point: what is the "right" way to do things? Most will agree that there is no single one; you do what works for you. Evidently we have two different approaches, both valid equations, but with disproportionate results depending on the variables. For me there is a need for significant adjustment in how I handle fighting more or less opponents. That is always how it is for any game, in some degree.

I conclude that my problem was lack of experience. It had been a very long time since we'd played the game, and the immediate experience I had was in 3-player. As I can no longer go into a 4-player match as the expected winner, I'll just have to re-formulate how I play those.

Of course, I'm the guy whose gaming skill has the trade-off of extreme accustomization, like being so connected to the controls that I have difficulty adjusting to which fires missiles instead of jumping in another game. So as long as I'm not too lazy to try, my siblings will have a while to enjoy winning. = )

Monday, December 21, 2009

"Gigalypuff" Brawl Glitch

I learned of this glitch rather recently, thanks to seeing it used in various snapshots on brawlsnapshots.com, and I just got home from a party where I had the privilege of showing it off; so while it's on my mind I'll go ahead and post it, lest it join the league of neglected blogging topics.

If you are inside of the section of the Bridge of Eldin when it gets restored, your character gets bumped to the top. Let this happen to Jigglypuff when she's in the middle of her final smash, and it stops the FS process, leaving her enlarged.

Yoshi eating her in this state results in size multiplication.

This method can be used with other characters to achieve different results -- R.O.B. attaining an eternal FS is the only other one I currently know of. Try it out, it's crazy!



P.S. The above snapshots site is a neat and creative place, albeit subject to community vulgarity, both in pics and language. If you just go to the site and stay in the list of "featured shots," you should be safe from most stuff, as these are moderated. I suggest not reading the tags or the comments, just the title and description(/joke/explanation) for each shot.

Sunday, December 13, 2009

Mario Kart Love Song

Well, with over four million views, I'm considerably late; but I finally got around to watching this video of an original song about love and Mario Kart. I don't remember why I didn't watch it when I first found it, but anyway, it's pretty good. Seriously.

Saturday, December 12, 2009

Mega Man 10

It's official (again): Mega Man X does NOT mean 10.

MM10 is already coming, complete with NES style, intentionally bad promo art, and a robot master that makes me "facepalm."

By the way, there is no way this robot virus can be the Sigma Virus, people! Don't even THINK about it! And I kind of hope the third playable character is Bass or Duo; I don't trust Capcom to invent a new one, and an MMX character would be the end of the world.

Sunday, August 23, 2009

Zelda, Halo Style

I came upon this video a couple of years ago and had forgotten about it until a friend, whom I had shown it to, mentioned it yesterday. Halo Custom Edition, a PC expansion for the first Halo game, allowed fans to design their own maps, character skins, etc., and I like this even more than the Mines of Moria stage somebody created for the Jedi Knight games.

Saturday, August 8, 2009

SMB1 By Webcam

This is one of those things I've been meaning to post since ... before I started my blog, sort of. Anyway, this is clever if it's fake and awesome if it's real; such a thing is certainly possible. Judging from the physics of Mario and the behavior of the objects (blocks, in particular), I suppose he coded this mostly from scratch, which is quite impressive.


PS - The related video of level 1-1 in Line Rider is nicely done, too.

Tuesday, June 23, 2009

The quick brown fox?

Remember the pangram, "The quick brown fox jumps over the lazy dog"? I was just checking out what's new at a certain ROM hacking site, and there was a new section for font files to insert into games. I clicked on one to see what exactly they were, and it happened to use a hilarious example screenshot of the font in Final Fantasy 6. Too bad it doesn't use every letter of the alphabet.