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	<title>MetaGame</title>
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	<description>The blog where games are seen as ART</description>
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		<title>MetaGame</title>
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		<title>&#8220;Why we need a &#8216;Citizen Kane&#8217;&#8230; and why we may never get one.&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/11/30/why-we-need-a-citizen-kane-and-why-we-may-never-get-one/</link>
		<comments>http://metavideogame.wordpress.com/2009/11/30/why-we-need-a-citizen-kane-and-why-we-may-never-get-one/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 17:41:55 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Are Games really Art?]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Citizen Kane]]></category>
		<category><![CDATA[Videogame]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1819</guid>
		<description><![CDATA[
&#8220;Video games are art? Please, don&#8217;t insult yourself&#8221; &#8211; these are the thoughts that cross people&#8217;s minds. It&#8217;s true. Video games as a whole, have never held up to any form of mildly analytical, critical analysis from an art perspective.  That is why (almost) no one reviews games from a purely artistic perspective&#8230; hey, not [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1819&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:justify;"><a href="http://metavideogame.files.wordpress.com/2009/11/corpus.jpg"><img class="aligncenter size-full wp-image-1826" title="Salvador Dali's Christus Hypercubus" src="http://metavideogame.files.wordpress.com/2009/11/corpus.jpg?w=402&#038;h=629" alt="" width="402" height="629" /></a></p>
<p style="text-align:justify;"><em>&#8220;Video games are art? Please, don&#8217;t insult yourself&#8221;</em> &#8211; these are the thoughts that cross people&#8217;s minds. It&#8217;s true. Video games as a whole, have never held up to any form of mildly analytical, critical analysis from an art perspective.  That is why (almost) no one reviews games from a purely artistic perspective&#8230; hey, not even me, despite my somewhat pretentious goals. The truth is, if I were to do that, I would only employ half the compliments of my limited vocabulary, double the insults of my extensive verbiage,  and there would be no grade superior to a 3, except for maybe one or two games per year. And even if one admits that some video games are worthy of high brow status, that still leaves out 99.999999999% out in the woods to die, as mildly amusing entertaining products with zero cultural relevance. Why is it thus? Why is it, that when someone poses the Citizen Kane conundrum, the answers unequivocally end up being &#8211; &#8220;Metroid Prime&#8221;, &#8220;Ocarina of Time&#8221;, &#8220;Half Life 2&#8243;, &#8220;Super Mario World&#8221;, &#8220;Grand Theft Auto 3&#8243;, &#8220;Bioshock&#8221;&#8230; as if any of these games could really be seen as legitimizers of an art form. Don&#8217;t kid yourself, they aren&#8217;t art.</p>
<p style="text-align:justify;"><a href="http://metavideogame.files.wordpress.com/2009/11/crowd.jpg"><img class="aligncenter size-full wp-image-1827" title="crowd" src="http://metavideogame.files.wordpress.com/2009/11/crowd.jpg?w=350&#038;h=434" alt="" width="350" height="434" /></a></p>
<p style="text-align:justify;">It&#8217;s been too long. We&#8217;ve spent 40 years of the medium&#8217;s lifetime sinking in its flaws and short-comings to the point we&#8217;ve grown to accept them. We love video games, do we not? And we love what they are, not what they can be! Forget what we think we believe in &#8211; that games could be more intelligent, provocative, emotional &#8211; we don&#8217;t want that. We want the saccharine aesthetics, the frantic rhythms, the noisy soundtracks, the childish narratives, the twitchy interfaces. And we are many. In the mid 90&#8217;s, Mac and PC CD-ROM grabbed part of the male adult demographics, and the Playstation grabbed the male young adult demographics. PS2 dug the casual audiences for the first time, and the Wii and Facebook took the vantage and grabbed the last bastion of hope &#8211; the girlfriends, moms, dads and gramps. No one is left to adhere. And all of them know what video games are good for &#8211; hedonistic entertainment, devoid of artistic expression, message, story and authorial verve. Hardcore or softcore, it&#8217;s all the same in the end: they&#8217;re merely different sides of the same expression, none of it high brow, none of it artistic. Admit it, there is nowhere left to run. We have told the world what to expect of video games. The world heard the call, came along for the ride, and the world doesn&#8217;t mind at all that games aren&#8217;t what we think we would like them to be. Heck, WE don&#8217;t mind. Video games are what they are, and everyone&#8217;s cool with that.</p>
<p style="text-align:justify;">If a video game equivalent of &#8220;Citizen Kane&#8221; exists or comes to be in the future, it is hard to imagine anyone caring about it.  Really, think about the qualities I&#8217;ve pointed out in the previous <a href="http://metavideogame.wordpress.com/2009/10/27/why-we-need-a-citizen-kane/">article</a>. Do you think that a truly thought-provoking work that&#8217;s interactive, deep, hard to really put your mind around it, that&#8217;s about real people&#8217;s lives, not some ridiculous fantasy, sci-fi or epic fiction, but a human drama about life, which has no genre or mediocre tropes about, and that didn&#8217;t care about entertainment value as much as it cared about its authors visions on life &#8212; do you really think gamers would buy it? It wouldn&#8217;t fit with our pre-conditioned notions of what games are, it wouldn&#8217;t be as &#8216;entertaining&#8217; as we expect games to be and it wouldn&#8217;t give us what we&#8217;re accustomed to experience. It&#8217;d be dull, insipid and completely opaque to our soiled minds. Want proof? Just see the sales figures and reviews regarding a game that aspires to be art, and you&#8217;ll understand that we&#8217;re fighting a battle that cannot be won.</p>
<p style="text-align:justify;"><a href="http://metavideogame.files.wordpress.com/2009/11/crysis01.jpg"><img class="aligncenter size-full wp-image-1828" title="Crysis" src="http://metavideogame.files.wordpress.com/2009/11/crysis01.jpg?w=495&#038;h=279" alt="" width="495" height="279" /></a></p>
<p style="text-align:justify;">Meanwhile, the industry is giving us what we want. Shallow experiences. Game designers can&#8217;t risk one tick to make an interesting game, lest they not make enough money to maintain their jobs at multi-million dollar company number one thousand and thirty five. The scientists are investigating how to make the design process more efficient and lucrative for said companies, and also attempting to find out how to better light a pool of blood, texturize a gray rock and increase polygon count in a machine gun. The journalists are debating on how much &#8220;fun&#8221; the recently hyped triple AAA game really is, which game is actually game of the year, and when is too much violence just too much. Players are twitching like drug addicts for the next fix: hardcore&#8217;s eagerly expecting the new FPS, the new RPG, the new Action Adventure; the moms and dads all pins and needles to throw five bills at the new family entertainment set piece which will make them all grow thin and happy at the same time; and the wee-little girls are having a blast gossiping about the next big avalanche of casual, social games. Who exactly is expected to play the artistic game that will tell the world that video games can be art?</p>
<p style="text-align:justify;"><a href="http://metavideogame.files.wordpress.com/2009/10/citizen-kane-4.jpg"><img class="aligncenter size-full wp-image-1761" title="citizen kane 4" src="http://metavideogame.files.wordpress.com/2009/10/citizen-kane-4.jpg?w=400&#038;h=300" alt="" width="400" height="300" /></a></p>
<p style="text-align:justify;">We can&#8217;t really afford to wait for a &#8220;Citizen Kane&#8221;. We need to mature as gamers first, because &#8220;Citizen Kane&#8221; is only a symbol for a collective change in perspective that has to start inside ourselves. If we change, we will find Kane, either in the present, past or future. If all else fails, we&#8217;ll create it ourselves. As long as we&#8217;re ready to understand it, to decode it, and to value it, someone will tell the world where it is. If we don&#8217;t, it&#8217;ll go by unnoticed. And right now, nobody is ready or paying attention. There aren&#8217;t enough gamers out there ready to embrace a new concept of &#8216;video game&#8217;. Of course, maybe there will come the time when some visionary geniuses pave way for an artistic model of what a video game can be. Or maybe the industry will crash so hard we&#8217;ll be obliged to look for interactive art, because there will be no entertainment left to experience. Perhaps capitalism will perish and games will be funded according to a grand communist committee that decides what is worthy and what isn&#8217;t, like cinema was in the Soviet Union. Perhaps we&#8217;ll magically realize that by not buying the latest FPS, in the long run, we&#8217;re telling the industry to change. Personally, I don&#8217;t buy it. We need to change first. Start now.</p>
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		<slash:comments>16</slash:comments>
	
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			<media:title type="html">ruicraveirinha</media:title>
		</media:content>

		<media:content url="http://metavideogame.files.wordpress.com/2009/11/corpus.jpg" medium="image">
			<media:title type="html">Salvador Dali's Christus Hypercubus</media:title>
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			<media:title type="html">Crysis</media:title>
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			<media:title type="html">citizen kane 4</media:title>
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		<title>Call of Duty: Modern Warfare 2 &#8211; &#8220;Can you spot the differences?&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/11/29/call-of-duty-modern-warfare-2-can-you-spot-the-differences/</link>
		<comments>http://metavideogame.wordpress.com/2009/11/29/call-of-duty-modern-warfare-2-can-you-spot-the-differences/#comments</comments>
		<pubDate>Sun, 29 Nov 2009 16:09:56 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Call of Duty]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[Modern Warfare]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1792</guid>
		<description><![CDATA[

Back when I did my &#8220;World at War&#8221; review I mentioned how the &#8220;Call of Duty&#8221; teams, despite taking small strides in terms of capturing the essence of a powerful, dramatic scenario like war, were still clinging to an essentially game-y experience, laden with obnoxious elements, the most displeasing of all being the HUD. Well, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1792&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:justify;">
<p style="text-align:justify;"><span style="text-align:center; display: block;"><a href="http://metavideogame.wordpress.com/2009/11/29/call-of-duty-modern-warfare-2-can-you-spot-the-differences/"><img src="http://img.youtube.com/vi/HDEeO57PpLE/2.jpg" alt="" /></a></span></p>
<p style="text-align:justify;">Back when I did my &#8220;World at War&#8221; <a href="http://metavideogame.wordpress.com/2008/11/29/call-of-duty-world-at-war-call-of-duty-four-world-war-ii/">review</a> I mentioned how the &#8220;Call of Duty&#8221; teams, despite taking small strides in terms of capturing the essence of a powerful, dramatic scenario like war, were still clinging to an essentially game-y experience, laden with obnoxious elements, the most displeasing of all being the HUD. Well, someone at <em>funny or die</em> must have read my mind, because they edited a video of what would it be like to &#8220;play&#8221; &#8211; &#8220;Call of Duty&#8221; style &#8211; the Normandy scene from Spielberg&#8217;s &#8220;Saving Private Ryan&#8221;. It&#8217;s not only a funny video clip, as it ends up posing the same questions I (and others) have been making. Think about it, sooner than you think, we&#8217;ll have quasi-realistic graphics in video games, and despite the emotional, aesthetic potential of these superbly rendered images, games remain ever focused on crude notions of &#8220;fun&#8221;, rather than tapping the possibilities that come with that potential expressiveness. The &#8220;Call of Duty&#8221; brand is an excellent example of this. Despite their huge success, their creators are still delivering, detailed graphics aside, the exact same game as they were back in &#8220;Allied Assault&#8221;. And whilst their games are increasingly visceral and continue to establish powerful ambiances with their over-glorified engines and whatnot, all those elements remain effectively meaningless in terms of the interactive experience. It&#8217;s still a game about shooting lifeless dummies as well as you can. It&#8217;s still the game about becoming a macho warrior. It&#8217;s still a game about feeling empowered and invincible. And it&#8217;s still a game about saving the world from the big bad men. Admit it, we&#8217;re still playing &#8220;Wolfenstein 3D&#8221;. There is still no point to it, no emotional sub-text or rhetoric involved in the games&#8217; discourse.</p>
<p style="text-align:justify;"><span style="text-align:center; display: block;"><a href="http://metavideogame.wordpress.com/2009/11/29/call-of-duty-modern-warfare-2-can-you-spot-the-differences/"><img src="http://img.youtube.com/vi/eqoWJZpPCk4/2.jpg" alt="" /></a></span></p>
<p style="text-align:justify;">Which is why all the <a href="http://www.destructoid.com/russia-bans-modern-warfare-2-recalls-all-copies-of-game-155211.phtml&amp;mainnav=&amp;track=featurebox">controversy</a> surrounding the &#8220;Modern Warfare 2&#8217;s&#8221; infamous &#8220;No Russian&#8221; level just seems absolutely ridiculous to me. It&#8217;s crude, silly and completely out of context in the game.  I guarantee you that any emotion you might feel during that sequence will vanish after five seconds of you understanding what&#8217;s going on. Under the guise of forcing you to face the horrors of terrorists, the game developers  simply deliver the exact same game-y experience, but for one difference, your opponents have no weapons, and bleed more than your typical grunt. They shout screams of horror, but we are talking of the same mass of generic, cardboard beings which you happily kill during normal levels.  When was the last time you felt disgusted from killing a cardboard image? Were those you kill real characters, with a story, a livelihood, an expressive behavior&#8230; creatures that had some sort of emotional involvement with us players, and maybe the scene would go beyond mere shock value. Video games have done it before, even in the first person shooter genre. To add to the detriment of the scene, those strange ethereal stars and cross-hairs are still flying above them, and it&#8217;s still a level in which you have to kill to &#8220;win&#8221;. The whole matter is as controversial as <em>funny or die&#8217;s</em> video. It doesn&#8217;t matter at all how realistic the characters look, because they&#8217;re still over-glorified targets in a shooting range, as Eurogamer so elegantly <a href="http://www.eurogamer.net/articles/modern-warfare-2-review">put</a>. There can be no drama in killing virtual plastic dolls, let alone when you&#8217;re supposed to be some super warrior out to save the world, who just happens to have shot those same models thousands of times before, only with different clothing and less screaming. Killing them is as controversial as watching &#8220;Rambo&#8221; hack away the innards of some poor schmuck that just happens not to have an AK-47 lying around. It isn&#8217;t dramatic. The schmuck is just a schmuck &#8211; an impersonal abstraction without any lifelike character, just like any other of the thousands of terrorists in line for a bullet in the brain.</p>
<p style="text-align:justify;"><a href="http://metavideogame.files.wordpress.com/2009/11/zwnrsx.png"><img class="aligncenter size-full wp-image-1811" title="zwnrsx" src="http://metavideogame.files.wordpress.com/2009/11/zwnrsx.png?w=495&#038;h=278" alt="" width="495" height="278" /></a></p>
<p style="text-align:justify;">This isn&#8217;t the same as saying that &#8220;Modern Warfare 2&#8243; is just another piece of trash the industry spewed at us. Infinity Ward may take itself too seriously for their own good, they may not know how to write or tell a story that goes beyond the most naive patriotic bull or paranoid of conspiracies and they may not grasp the most basic aspects on how to create a character with some mildly nuanced form of emotion, but&#8230; but they do know how to make things blow up. Even <a href="http://metavideogame.wordpress.com/2009/11/03/uncharted-2-hail-the-king-of-thieves/">Naughty Dog</a> pales in comparison. Which is why &#8220;Modern Warfare 2&#8243;, aside from the lackluster initial levels, is a trip worth taking, if only for the pure excitement it can deliver. Its authors have gone to great lengths to replicate some of the most enjoyable experiences from many other pop references, from &#8220;Black Hawk Down&#8221; and &#8220;James Bond&#8221; to &#8220;<a href="../2009/03/19/resident-evil-5-bigger-better-more-bad-ass/">Resident Evil 5</a>&#8221; and &#8220;<a href="../2008/07/24/metal-gear-solid-4-guns-of-the-patriots/">Metal Gear Solid</a>&#8220;. Sure, it&#8217;s dumb, rude and stupid, but it&#8217;s also a superbly well paced, stylish and epic spectacle. Alas, when the game does end, nothing will remain except for the notion that you just experienced the most guilty of pleasures, the kind that leaves aught behind except for a kindling sparkle of warm adrenaline. We&#8217;ve seen this before, it was great then, it is great now, but honestly, this is not what we need right now. We need more, and this just ain&#8217;t it.</p>
<h1 style="text-align:right;"><strong>score: 3/5</strong></h1>
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			<media:title type="html">ruicraveirinha</media:title>
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		<title>均衡 &#8211; A first Attempt at Game (?) Design</title>
		<link>http://metavideogame.wordpress.com/2009/11/25/%e5%9d%87%e8%a1%a1-a-first-attempt-at-game-design/</link>
		<comments>http://metavideogame.wordpress.com/2009/11/25/%e5%9d%87%e8%a1%a1-a-first-attempt-at-game-design/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 14:33:54 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Videogame]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1800</guid>
		<description><![CDATA[
Last year, for my Master&#8217;s Study and Development of Games discipline I developed, alongside with my dear friend Jorge Sousa, a little video game called 均衡 (yeah, it&#8217;s supposed to be in Japanese). For copyright reasons, I was obliged to gather enough money in order to pay for the licensed soundtrack, which is why I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1800&subd=metavideogame&ref=&feed=1" />]]></description>
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<p style="text-align:justify;">Last year, for my Master&#8217;s Study and Development of Games discipline I developed, alongside with my dear friend Jorge Sousa, a little video game called 均衡 (yeah, it&#8217;s supposed to be in Japanese). For copyright reasons, I was obliged to gather enough money in order to pay for the licensed soundtrack, which is why I am only making the game public this week. Now, I would like to invite anyone who likes video games to play around with it and tell me what they think. Since this time I can&#8217;t review it, I would encourage anyone who feels like doing so to review the game on their own terms in the comment page. Time for payback, in other words <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Any insight you would like to give, or ask for, please do so as well. I will appreciate criticism as I always do, no matter how different your opinions may be of mine. Hopefully, you will afford me an interesting debate, as you always manage to.</p>
<p style="text-align:justify;">So, to install the game, just download <a href="http://dl.dropbox.com/u/776044/Kinkou.zip">this package</a> and use the &#8220;Install and Play Notes&#8221; file as guidance for any question you may have. The game runs in Windows, with near zero hardware requirements, so you only have to install some Microsoft stuff as described in the file, and then you&#8217;re ready to play.</p>
<p style="text-align:justify;">I won&#8217;t explain anything about the game, though. It&#8217;s supposed to be experienced with a clean slate. That&#8217;s also why there are no tutorials, hints, text messages, objectives or score-cards in the game. Play it as you will, interpret it as you will &#8211; it&#8217;s your call. It&#8217;s a small, somewhat buggy game, that I admit, has some flaws and ingenuities that if I were to design the game today I would mend, but it still is something I am proud of. I really hope you enjoy it, and if you do&#8230; please spread the word.</p>
<p style="text-align:justify;">[Also, from now on, I have an email for exclusive blog use. If you want to contact me, email me at "metavideogame@gmail.com"... And sorry for the shameless self-publicity.]</p>
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			<media:title type="html">ruicraveirinha</media:title>
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		<title>Uncharted 2 &#8211; &#8220;Hail the King of Thieves&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/11/03/uncharted-2-hail-the-king-of-thieves/</link>
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		<pubDate>Tue, 03 Nov 2009 11:57:26 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Among Thieves]]></category>
		<category><![CDATA[Amy Hennig]]></category>
		<category><![CDATA[Gears of War]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[Uncharted 2]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1767</guid>
		<description><![CDATA["Uncharted 2" could have easily been one of the most important mainstream games in recent history, had Amy Hennig and the team at Naughty Dog had the courage to forfeit genre conventions and the ridiculous tick boxes which modern action games are governed and reviewed by, like multiplayer and co-op modes. Had that wasted energy been invested in further exploration of the subtle new grounds of action adventure experience which "Uncharted 2" skims by, and it might have been a shining new example of a new genre. As is, it's still the best of its kind - as unoriginal in its game-play as others before it, though designed with a finesse, care to detail and artistry that its competitors are sorely lacking.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1767&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:justify;"><img class="aligncenter size-full wp-image-1777" title="image_uncharted_2_among_thieves-11259-1769_0010" src="http://metavideogame.files.wordpress.com/2009/11/image_uncharted_2_among_thieves-11259-1769_0010.jpg?w=495&#038;h=278" alt="image_uncharted_2_among_thieves-11259-1769_0010" width="495" height="278" /></p>
<p style="text-align:justify;">&#8220;Uncharted 2&#8217;s&#8221; introductory moments are an absolute marvel. Most importantly, they represent a clear break from traditional game design logic, showing off exciting new possibilities in terms what a video game can (should?) be. Interested? Read on. The game starts, as you may already know, with Drake, half-bleeding to death inside a cliff-hanging train (the game <em>opens </em>with a cliff hanger, one can only enjoy the irony). Drake soon realizes, verbalizing it in his signature &#8220;oh God&#8230;&#8221;,  that the train isn&#8217;t about to hold on much longer, and will soon plunge deep into the gorge. Debris suddenly fall over, plummeting Drake nearer to the precipice, as he desperately clings to a rusty bent hand-rail that stands centimeters away from nothingness. Up to this point it&#8217;s cut-scene territory, extraordinarily directed as in the previous game, and perhaps even more so. That warm sense of witful charm is reprised, once again heralding back to the terrain of summer blockbuster movies, of Spielberg and Lucas fame. But what was missing in the first &#8220;Uncharted&#8221;, soon becomes reality in the second: the embodiment of that same spirit during actual game-play sequences.</p>
<p style="text-align:center;"><img class="aligncenter" title="uncharted_2_among_thieves-11353-1769_00091" src="http://metavideogame.files.wordpress.com/2009/11/uncharted_2_among_thieves-11353-1769_00091.jpg?w=495&#038;h=278" alt="uncharted_2_among_thieves-11353-1769_00091" width="495" height="278" /></p>
<p style="text-align:justify;">As Drake dwindles in the rail, the game kicks in, and you&#8217;re in charge. Climbing the train is simple and intuitive for anyone who has ever played a <em>Tomb Raider-esque</em> action-adventure game. But, despite it being absurdly simple to avoid Drake&#8217;s death while climbing, it retains a sense of tension and dramatic peril that video-games seldom impose without resorting to actual game-over screens. The trick Naughty Dog employed is devilishly clever: they enunciate danger through pre-scripted events but&#8230; it isn&#8217;t really there. For instance, the moment Drake nears the end of the hand-rail he&#8217;s clinging to, it bends unexpectedly. As you climb, objects keep falling down&#8230; a bit too near Drake for his own sake. Later, the second Drake jumps away from another rail, it suddenly breaks and falls. This sequence is simply riddled with these small nerve-cringing incidents give you the illusion of danger [as you can see for yourself <a href="http://www.youtube.com/watch?v=s7BAelqlxwI">here</a>], without it ever truly existing, as you can&#8217;t really die because of them. The whole level, in fact, is nearly impossible to fail, shifting &#8220;Uncharted 2&#8243; away from a pure game, and into somewhat of an interactive, yet highly cinematic experience. The game becomes much more tense because of this, as you never have to repeat the sequence, thus maintaining its initial emotional impact intact. It represents as pure a translation as there has been of the concept of a film-like experience into video game terms; it&#8217;s all a matter of deception and misguidance, and the powerless witnessing of danger, as opposed to its confrontation, as is common for games. Something tells me that Spielberg would approve.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1776" title="image_uncharted_2_among_thieves-11259-1769_0007" src="http://metavideogame.files.wordpress.com/2009/11/image_uncharted_2_among_thieves-11259-1769_0007.jpg?w=495&#038;h=278" alt="image_uncharted_2_among_thieves-11259-1769_0007" width="495" height="278" /></p>
<p style="text-align:justify;">From then on, the game continues this strategy to impose tension, throwing unexpected events at the player in any given situation. Trains explode, buildings crumble, bridges fall &#8211; the sense of playing a roller-coaster film is pervasive. This engagement improves significantly because of all the work and thought that was noticeably invested in understanding and replicating the cinematic language &#8211; from the outstanding set design of each exotic location, to the delicious voice and facial animation, notwithstanding the superlative use of camera directing (especially in-game). Cut-scene and game mesh in such natural and emotional ways, it almost begs the question of why didn&#8217;t anyone do this before. Nevertheless, not all is rendered with the manipulating edge of the first few moments of the game. As &#8220;Uncharted 2&#8243; moves on, it becomes an actual <em>game</em>, with the expected challenges and trial and error sequences. For the most part, it remains an expertly crafted work, exhilarating as few can be, despite the continuous interruption of death scenarios. There&#8217;s also the overuse of the by now blasé &#8220;Gears of War&#8221; combat, that insists on outstaying its presence, but no amount of slow crawling, tedious and repetitive cover combat can impair &#8220;Uncharted&#8217;s&#8221; sense of style and amusement, let alone its humor, both in and outside cut-scenes. It&#8217;s just a shame that such &#8220;military&#8221; influences are not toned down, as the action in &#8220;Tomb Raider&#8221;, as a way to punctuate the scale, instead of dominating every beat.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1778" title="uncharted2_14" src="http://metavideogame.files.wordpress.com/2009/11/uncharted2_14.jpg?w=495&#038;h=278" alt="uncharted2_14" width="495" height="278" /></p>
<p style="text-align:justify;">&#8220;Uncharted 2&#8243; could have easily been one of the most important mainstream games in recent history, had Amy Hennig and the team at Naughty Dog had the courage to forfeit genre conventions and the ridiculous tick boxes which modern action games are governed and reviewed by, like multiplayer and co-op modes. Had that wasted energy been invested in further exploration of the subtle new grounds of action adventure experience which &#8220;Uncharted 2&#8243; skims by, and it might have been a shining new example of a new genre. As is, it&#8217;s still the best of its kind &#8211; as unoriginal in its game-play as others before it, though designed with a finesse, care to detail and artistry that its competitors are sorely lacking.</p>
<p>&nbsp;</p>
<p style="text-align:right;"><font size="20"> <strong>score: 4/5</strong> </font></p>
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		<title>&#8220;Why we need a &#8216;Citizen Kane&#8217;&#8230;&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/10/27/why-we-need-a-citizen-kane/</link>
		<comments>http://metavideogame.wordpress.com/2009/10/27/why-we-need-a-citizen-kane/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 17:26:43 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Are Games really Art?]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Citizen Kane]]></category>
		<category><![CDATA[Metroid Prime]]></category>
		<category><![CDATA[Orson Welles]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1737</guid>
		<description><![CDATA[Where is our &#60;&#62;?  What video game has become a symbol of our medium's maturity and legitimacy as art? So far, I'd say none. No one sees, and rightfully so, video games as artistic objects. Perhaps the question then is, does a game with the qualities I've mentioned before even exist? Namely, a game that fulfills the medium's potentials, that has an adult and universal discourse, and is an authorial work? And if it does, how can we make that game a symbol? Is that even possible? How and where can we find our own Rosebud?<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1737&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:justify;"><img class="aligncenter size-full wp-image-1759" title="faposter-cidadao-kane" src="http://metavideogame.files.wordpress.com/2009/10/faposter-cidadao-kane.jpg?w=495&#038;h=638" alt="faposter-cidadao-kane" width="495" height="638" /></p>
<p style="text-align:justify;">A few weeks ago, IGN editor Michael Tomsen committed one of the worst sins a game journalist can commit: he reminded the world that video games still are just games for <a href="http://wii.ign.com/articles/103/1033302p1.html">kids</a>. Invited by ABC news to come forth with a name for &#8220;our&#8221; &lt;&lt;Citizen Kane&gt;&gt;, he chose &#8220;Metroid Prime&#8221; as the most eligible candidate for that honor. I won&#8217;t bother you with the justifications he used to back up his choice, as Anthony Burch, in his somewhat truculent style, already addressed them with the necessary criticism in this interesting <a href="http://www.destructoid.com/why-comparing-metroid-prime-to-citizen-kane-is-ludicrous-151465.phtml">read</a>. Suffice to say, IGN&#8217;s editor might&#8217;ve been better off not saying anything, instead of spewing such ridiculous statements, that serve only to show the lack of culture most game journalists possess.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1758" title="&quot;Metroid Prime&quot; - our &quot;Citizen Kane&quot;?" src="http://metavideogame.files.wordpress.com/2009/10/metroid-prime-3-7.jpg?w=450&#038;h=315" alt="&quot;Metroid Prime&quot;" width="450" height="315" /></p>
<p style="text-align:justify;">The formulation of this question is not new. Where is the &lt;&lt;Citizen Kane&gt;&gt; of video games? This problem is very ambiguous, and the way in which it was phrased can lead to a host of misinterpretations on what is being discussed. The most important disclaimer in this regard is &#8211; I am not, <em>in any way</em>, about to compare cinema with video games, they are different mediums with different expressions, and we would do well to accept the differences. The truly relevant question which lies hidden in the &#8220;Citizen Kane&#8221; conundrum is this: what video game can you show the world that will convince it of the medium&#8217;s legitimacy and maturity as a means of expression?</p>
<p style="text-align:justify;">Whether someone chose &#8220;Citizen Kane&#8221; or &#8220;Metropolis&#8221; or &#8220;Nosferatu&#8221; or &#8220;Birth of a Nation&#8221; or any other film for the comparison is irrelevant. The reason why someone thought of &#8220;Citizen Kane&#8221; probably derives from its relative closeness to present day, and to the profuse knowledge most of us possess regarding film and its history (as opposed to the illiteracy we show towards older art forms). It is easy for us to track the relevance of film as an art form as a consequence of the study of certain works, in which &#8220;Citizen Kane&#8221; plays a major role. Also, film, being a product of the XXth century, emerged in a somewhat similar social and economic climate to that of video games, making its process of maturing from a purely commercial business to a wider, more encompassing artistic medium, seem replicable in our means. This is why we should crave a &#8220;Citizen Kane&#8221; &#8211; we want video games to achieve the same status as cinema did, and so we await eagerly the prophetic light of a piece of art so profound, that it can turn the blindest of skeptics into an illuminate, devote follower of video games. But what  features made &#8220;Citizen Kane&#8221; relevant enough as to establish film as more than a form of entertainment? The answers are many and highly subjective. What follows are my own answers, and anyone is free to give theirs to help the debate.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1762" title="citizen-kane-xan" src="http://metavideogame.files.wordpress.com/2009/10/citizen-kane-xan.jpg?w=495&#038;h=330" alt="citizen-kane-xan" width="495" height="330" /></p>
<p style="text-align:justify;">The most important of &#8220;Citizen Kane&#8217;s&#8221; qualities is, without a shadow of a doubt, it being a true film. It isn&#8217;t a piece of theatrical performance set in an intangible stage, it isn&#8217;t a novel with its text hammered into spoken words by both narrator and actors, no! It was pure image and sound in narrative form. The cinematic language employed in Welles&#8217; masterpiece was so powerful and visionary, that it would take more than a quarter of a century for someone to even consider updating it. Welles took all the potential of cinema and attempted fulfilling it, by virtuously condensing a story into an expressive piece of celluloid, captured thanks to a beautiful (and revolutionary) cinematography, exquisite soundtrack,  and an outstanding work in terms of actor performance. Every  framing, mise-en-scéne and camera movement serves as a vessel of metaphor for the telling of Kane&#8217;s life &#8211; these are the only true words of the language used by this audiovisual book. This is what eventually lent artistic legitimacy to cinema &#8211; &#8220;Citizen Kane&#8221; was a work that could not be replicated in other formats without losing its greatest strengths as a work of art.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1761" title="citizen kane 4" src="http://metavideogame.files.wordpress.com/2009/10/citizen-kane-4.jpg?w=400&#038;h=300" alt="citizen kane 4" width="400" height="300" /></p>
<p style="text-align:justify;">The second, sometimes forgotten, quality of &#8220;Citizen Kane&#8221;, stems from its universal, perpetual appeal. &#8220;Kane&#8221; may bear a special figure as a man, being a magnate like we have seen so few, but his story was personal, human&#8230; familiar. We can all relate to his life in some way, to his desperate attempts at happiness through all the wrong ways, his wild spiral of triumph and decay, his moral and emotional contradictions as a human being, his ever frustrated obsessions with money, power, love and immortality. Forget the outstanding nature of the characters, this film addresses life, period. These are the challenges that all our lives hold in storage for us, our own existentialist anxieties and psychological dramas. And &#8220;Kane&#8221; doesn&#8217;t touch these subjects with superficiality or carelessness, it is pondered, ambiguous, profound and life-like. As Roger Ebert <a href="http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19980524/REVIEWS08/401010334/1023">put it</a>:<em> &#8220;Its surface is as much fun as any movie ever made. Its depths surpass understanding. I have analyzed it a shot at a time with more than 30 groups, and together we have seen, I believe, pretty much everything that is there on the screen. The more clearly I can see its physical manifestation, the more I am stirred by its mystery.&#8221;</em></p>
<p style="text-align:justify;">Last, but not least, there is the matter of it being a work that is unique, personal, authorial, unbound by genre conventions or pre-determined notions of what films should be, and, of course, not oriented in any way with a commercial logic. It was not only ahead of its time, as it was honest and true to its authors&#8217; visions. This is their tale, their ideas, their craftsmanship, their art. This is a movie about their message, and it&#8217;s that notion which governs everything in it, from the seemingly meaningless stage prop to each earth-shattering dialogue. This is probably why it wasn&#8217;t a commercial success and why it was shunned by the producers of the time (despite marginal profit!), eventually leading to a troublesome dispute with Welles throughout the remainder of his career, with several unauthorized edits to his works that, still today, rob them of their artistic value. &#8220;Citizen Kane&#8221; is a work of art, something which in the world of money&#8230; is usually misunderstood. Despite all this, &#8220;Citizen Kane&#8221; lives on still today, thanks to the continuous recognition by many critics and scholars (heck, even the Academy recognized it with several Oscar nominations!), and by a growing interest of the public in the work throughout the 1950&#8217;s and beyond. It became a symbol &#8211; a popular one at that, I might add &#8211; that film can be art. Many haven&#8217;t seen it (and if you&#8217;re one of those, stop right now, and go watch it), but everyone knows that &#8220;Citizen Kane&#8221; is considered the greatest film ever made.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1532" title="Screenshot of &quot;Citizen Kane&quot;, which the American Film Institute named the greatest movie of all time" src="http://metavideogame.files.wordpress.com/2009/07/medium_welles-citizen-kane.jpg?w=360&#038;h=265" alt="Screenshot of &quot;Citizen Kane&quot;, which the American Film Institute named the greatest movie of all time" width="360" height="265" /></p>
<p style="text-align:justify;">Now returning to what lead us to this film. Where is our &lt;&lt;Citizen Kane&gt;&gt;?  What video game has become a symbol of our medium&#8217;s maturity and legitimacy as art? So far, I&#8217;d say none. No one sees, and rightfully so, video games as artistic objects. Perhaps the question then is, does a game with the qualities I&#8217;ve mentioned before even exist? Namely, a game that fulfills the medium&#8217;s potentials, that has an adult and universal discourse, and is an authorial work? And if it does, how can we make that game a symbol? Is that even possible? How and where can we find our own Rosebud?</p>
<p style="text-align:justify;"><em>&#8220;Mr. Kane was a man who got everything he wanted and then lost it. Maybe Rosebud was something he couldn&#8217;t get, or something he lost. Anyway, it wouldn&#8217;t have explained anything&#8230; I don&#8217;t think any word can explain a man&#8217;s life. No, I guess Rosebud is just a&#8230; piece in a jigsaw puzzle&#8230; a missing piece.&#8221;</em></p>
<p style="text-align:justify;">[More unanswered questions in the next article concerning our &lt;&lt;Citizen Kane&gt;&gt;.]</p>
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			<media:title type="html">ruicraveirinha</media:title>
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			<media:title type="html">&#34;Metroid Prime&#34; - our &#34;Citizen Kane&#34;?</media:title>
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			<media:title type="html">citizen kane 4</media:title>
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			<media:title type="html">Screenshot of &#34;Citizen Kane&#34;, which the American Film Institute named the greatest movie of all time</media:title>
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		<title>Batman Arkham Asylum &#8211; &#8220;Holy Similarities, Batman!&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/10/13/batman-arkham-asylum-holy-similarities-batman/</link>
		<comments>http://metavideogame.wordpress.com/2009/10/13/batman-arkham-asylum-holy-similarities-batman/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 14:34:01 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Arkham Asylum]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[Mark Hammill]]></category>
		<category><![CDATA[Rocksteady Studios]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1670</guid>
		<description><![CDATA[
Franchise adaptations into videogame terrain are usually characterized by a meaningless boxing of the original work&#8217;s aesthetic universe into a stereotyped gameplay genre. Rocksteady Studios nails the aesthetic translation requirement, by creating &#8220;Arkham Asylum&#8221;, an environment which faithfully replicates the comics&#8217; narrative and aesthetic space. You will still find burly character models and limited colour [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1670&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:center;"><img class="aligncenter size-full wp-image-1673" title="Batman Arkham Asylum, Joker Screenshot" src="http://metavideogame.files.wordpress.com/2009/09/batman-arkham-asylum-videogame-batman-3854083-1200-675.jpg?w=495&#038;h=278" alt="Batman-Arkham-Asylum-videogame-batman-3854083-1200-675" width="495" height="278" /></p>
<p style="text-align:justify;">Franchise adaptations into videogame terrain are usually characterized by a meaningless boxing of the original work&#8217;s aesthetic universe into a stereotyped gameplay genre. Rocksteady Studios nails the aesthetic translation requirement, by creating &#8220;Arkham Asylum&#8221;, an environment which faithfully replicates the comics&#8217; narrative and aesthetic space. You will still find burly character models and limited colour palettes; let&#8217;s be honest, this game isn&#8217;t exactly profound in its aesthetic and narrative portrayals, but then again, neither are most of &#8220;Batman&#8217;s&#8221; comics. In this regard, a special mention must be made to the exquisite voice-work delivered by Mark Hammill (remember Luke Skywalker?) who, cast in the role of Joker, manages the exceptional task of transforming a poor script (penned by Paul Dini, of the animated series) into a delicious succession of black humor gags. His voice is so hypnotic and enthralling, one can almost forget how poorly expressive Unreal Engine&#8217;s facial animations are.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1674" title="Batman Arkham Asylum, Batman Screenshot" src="http://metavideogame.files.wordpress.com/2009/09/batman-arkham-asylum_02.jpg?w=495&#038;h=278" alt="Batman-Arkham-Asylum_02" width="495" height="278" /></p>
<p style="text-align:justify;">But the most surprising aspect of the new &#8220;Batman&#8221; game is precisely the renunciation of the typical logic behind franchise adaptations. &#8220;Arkham Asylum&#8217;s&#8221; game play mechanics are neither generic nor hollow, fitting perfectly with the dark knight: a mix of exploration, elegant and stylish brawler combat (somewhat evocative of &#8220;Assassin&#8217;s Creed&#8221; QTE style of battle) and stealth sequences. The game shows a meticulous characterization of Batman&#8217;s <em>modus operandi</em>, from the use of darkness, surprise and psychological mind games as weapons of choice for the caped crusader, to the employment of his iconic belt gadgets. Unfortunately, the different play styles are never blended organically, meaning that the experience tends to become a linear and predictable sequence of claustrophobic arenas, each enclosed by its own specific type of gameplay. Occasionally there are a few bosses, but not even these can serve as climax to a repetitive progression, which lacks <em>crescendo </em>and tension.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1729" title="Christopher Nolan's &quot;The Dark Knight&quot;" src="http://metavideogame.files.wordpress.com/2009/10/the-dark-knight_a188e9cd.jpg?w=495&#038;h=278" alt="The-Dark-Knight_a188e9cd" width="495" height="278" /></p>
<p style="text-align:justify;">However, the biggest fault I sense within this &#8220;Batman&#8221; lies not in its gameplay. It&#8217;s something far more encompassing and subjective, and in all honesty, something which I must admit is not even a <em>fair</em> critique. &#8220;Arkham Asylum&#8217;s&#8221; greatest sin lies in how well it reminds us of how close the video game medium is to comic books and juvenile animation series, and how distant it is from cinema. Whether it is the aesthetic, the tone or plot of the game, you can always feel the similarities it bears with both comic books and the animation series. The translation is effective precisely because of the spiritual and artistic resemblances between these mediums. But inevitably, the powerful cinematic rendition of Christopher Nolan&#8217;s &#8220;Dark Knight&#8221; will remain ever looming, reminding anyone of how much more immature and poor our own medium is when compared to its older sibling &#8211; film. And most likely, should anyone in the video game medium even attempt to move in closer to &#8220;The Dark Knight&#8217;s&#8221; ascetic, realistic style and morally ambiguous tale, they would surely be critically and commercially unsuccessful. Game designers who stick to comic book aesthetics however, fare well, let us not forget that it&#8217;s always easier to translate muscular men in tights kicking villain&#8217;s butts, than address issues of moral ethics, law and justice.</p>
<p style="text-align:justify;">Nevertheless, despite level design flaws and these quibbles of mine, &#8220;Arkham Asylum&#8221; must be commended for being, surprisingly, one of those rare cases of a successful translation into the video game medium. It&#8217;s not a great adaptation&#8230; but it&#8217;s not that great a medium to begin with.</p>
<h2 style="text-align:right;"><span style="font-size:22pt;line-height:115%;" lang="EN-US">score: 3/5</span></h2>
<p style="text-align:justify;">[Part of this text was originally published in Portuguese, in Coimbra's College Paper "ACabra", dating 06/10/09]</p>
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			<media:title type="html">ruicraveirinha</media:title>
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		<title>Number 1 – Tetsuya Takahashi</title>
		<link>http://metavideogame.wordpress.com/2009/10/12/number-1-%e2%80%93-tetsuya-takahashi/</link>
		<comments>http://metavideogame.wordpress.com/2009/10/12/number-1-%e2%80%93-tetsuya-takahashi/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 13:12:04 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Top 5 JRPG Developers]]></category>
		<category><![CDATA[Kunihiko Tanaka]]></category>
		<category><![CDATA[Soma Bringer]]></category>
		<category><![CDATA[Soraya Saga]]></category>
		<category><![CDATA[Tetsuya Takahashi]]></category>
		<category><![CDATA[Xenogears]]></category>
		<category><![CDATA[Xenosaga]]></category>
		<category><![CDATA[Yasunori Mitsuda]]></category>

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		<description><![CDATA[A visionary remains unheard, a man who I am sure could have taken the J-RPG genre to a new level, with his (and his wife's) superb writing and storytelling capabilities. If he already delivered one of the most mature and thought-provoking games of its genre, more than a decade ago, who knows what he would be able to come up with today, with different (dare I say, more mature?) audiences and advanced technology and storytelling mechanisms? I'll keep on hoping that history will  give him a chance, and prove me, and Takahashi, right. It is a vain hope, I'm afraid.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1680&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:center;"><img class="aligncenter size-full wp-image-1707" title="Tetsuya Takahashi" src="http://metavideogame.files.wordpress.com/2009/10/15668399.jpg?w=252&#038;h=296" alt="15668399" width="252" height="296" /></p>
<p style="text-align:justify;">Ah, Tetsuya Takahashi, how I wish things would have turned out different to him. His story is so ill-fated and downright unlucky, it almost bears the same traces of tragedy which his games revolve around&#8230; It&#8217;s a long winding narrative that would transform one of the most visionary storytellers of a stale, immature genre into an almost unknown figure. To this day, he only lead two projects &#8211; &#8220;Xenogears&#8221; and &#8220;Xenosaga Episode I&#8221;, and much to my dismay, neither of his titles were ever released in the old continent. Both were received with relative disregard, only establishing themselves as cult classics in a very strict niche of J-RPG lovers.</p>
<p style="text-align:center;"><img class="aligncenter" title="Xenogears' Title Screen" src="http://metavideogame.files.wordpress.com/2009/10/logo.jpg?w=382&#038;h=285" alt="logo" width="382" height="285" /></p>
<p style="text-align:justify;">Takahashi&#8217;s career is small, but impressive. After several collaborations in art and graphics departments, of the best Square titles of the early nineties (&#8220;Final Fantasy IV&#8221;, &#8220;V&#8221;, &#8220;VI&#8221;, &#8220;Chrono Trigger&#8221;, etc.), Takahashi rose to the director&#8217;s chair in &#8220;Xenogears&#8221;. And it&#8217;s no accident that his first project is such a landmark in J-RPG history, so oft revered as one of the best games ever made in its genre. Comparisons with &#8220;Evangelion&#8221; abound, and with good reason, for besides featuring similar themes and aesthetic elements, they both represent strong signs of a mature intellectual discourse in what are otherwise immature means of expression. &#8220;Xenogears&#8221; clearly shows that for Takahashi, story is not a complement to game-design as much as it is the other way around. Which is not to say that his games&#8217; RPG mechanics aren&#8217;t good, quite on the contrary, but the focus is ever the story. The infamous second CD of &#8220;Xenogears&#8221;, bearing almost no actual gameplay, is the ultimate proof of Takahashi&#8217;s commitment to telling stories. Though many attribute it&#8217;s existence to a lack of funds (a startling parallel to what happened to the ending episodes of &#8220;Evangelion&#8221;), I personally feel it  was the right call for the game, as the gameplay-thin second CD is actually one of the most memorable parts of &#8220;Xenogears&#8221;.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1709" title="Xenogears cutscene screenshot" src="http://metavideogame.files.wordpress.com/2009/10/xenogears_alphaweltall.jpg?w=401&#038;h=300" alt="xenogears_alphaweltall" width="401" height="300" /></p>
<p style="text-align:justify;">The grand scale of  the plot-line is &#8220;Xenogears&#8221; most powerful aspect, with hundreds of different threads weaving together into a fabric that touches so many different areas of human knowledge &#8211; philosophy, religion, science -, while maintaining classical narrative structures and themes &#8211; love, betrayal, death. It&#8217;s a testament to both Takahashi and his wife (co-author of his games), that in the end, all of it makes sense, with every storyline fitting perfectly into a sprawling network of events covering thousands of years, deep in meaning and subtext. In their games, every dialogue counts, and there&#8217;s always a new revelation hiding beneath each word. Add a flavour for the erudite, with constant references to Nietzsche, Wagner, Jung, Kubrick&#8217;s &#8220;2001&#8243;, &#8220;Soylent Green&#8221;, amongst many others &#8211; and you have the sort of work that is especially rewarding for those who appreciate deep ramblings [i.e.: <em>me</em>]. Sure, there&#8217;s always an element of adolescent pretentiousness in such writing madness, but it beats teenager mediocrity everyday.</p>
<p style="text-align:justify;">But it&#8217;s not just the script, as its conveying that makes Takahashi&#8217;s stories so powerful. His cutscene direction gave  a whole new meaning to the term <em>operatic</em>, with stylized framing of characters giving them a theatrical poise which transformed every line, movement and scene into a small piece of cinematic magic. And considering that in 1998 Takahashi already employed  in-game cutscenes with such finesse, gives him all the more value [see an example below, and notice how, with such meager means and technology, the cutscene still manages to retain such a dynamic flow]. Yasonuri Mitsuda was critical in this aspect, as his compositions always added a great deal of dramatic effect, manipulating  <em>pathos </em>through the delicious alternation between melancholic lullabies and heavy brass lines in pounding tempos, making you jump out of your seat in anticipation for the each upcoming twist.</p>
<p style="text-align:justify;"><span style="text-align:center; display: block;"><a href="http://metavideogame.wordpress.com/2009/10/12/number-1-%e2%80%93-tetsuya-takahashi/"><img src="http://img.youtube.com/vi/f9RB2bSVKO4/2.jpg" alt="" /></a></span></p>
<p style="text-align:justify;">Alas, a whim of lady luck would have Takahashi release his masterpiece less than a year in &#8220;Final Fantasy VII&#8217;s&#8221; wake, eventually casting his game in the shadow of the most beloved Japanese role playing game of all time. His game was never given a chance, despite being superior in many ways to Kitase&#8217;s own breakthrough. With a tighter budget, Takahashi not only delivered a far more profound narrative, but also a 3D world unlike anything at the time, much more lively and interactive than &#8220;VII&#8217;s&#8221; beautiful, yet static, pre-rendered backgrounds. But unlike &#8220;VII&#8221;, &#8220;Xenogears&#8221; lacked mind-blowing CGI, and wasn&#8217;t accessible to the younger audiences of Playstation, as its flair for the erudite, complex and operatic made it too obscure and obtuse for younger audiences.</p>
<p style="text-align:justify;">Despite lacking George Lucas&#8217; commercial success, Takahashi seemed to share similar delusions of grandeur &#8211; &#8220;Xenogears&#8221;, an epic game if I ever saw one, was actually the fifth tome of a grand saga of six episodes, a fact  revealed in the last of the credits screen, and further dissected in the &#8220;Perfect Works&#8221; art-book. But despite positive reviews and moderate commercial success on part of &#8220;Xenogears&#8221;, Square never supported Takahashi to pursue his original creation and design the remaining 5 episodes of his saga. Surely feeling betrayed by the fact, he left Square with other dissidents to found a new company, &#8220;Monolith Software&#8221;, lead by Hirohide Sugiura, and funded by Namco.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1710" title="&quot;Xenosaga Episode I - Der Wille Zur Macht&quot;" src="http://metavideogame.files.wordpress.com/2009/10/xenosaga-1.jpg?w=495&#038;h=371" alt="xenosaga-1" width="495" height="371" /></p>
<p style="text-align:justify;">Despite being unable to continue his saga directly, for Square remained adamant in upholding author rights over the original &#8220;Xenogears&#8221;, Takahashi was now granted the creative freedom to pursue his original work&#8230; or so he thought. He started working on &#8220;Xenosaga&#8221;, a six tome work very much like the one of which &#8220;Xenogears&#8221; was part of. It was a re-write of sorts, different enough only as to not be made the subject of a copyright&#8217;s quarrel between Monolith and Square. But once again, Takahashi suffered at the hands of fate, releasing &#8220;Episode I&#8221; a year after the big Square title of the time, Tsuchida and Toryama&#8217;s &#8220;Final Fantasy X&#8221;. Comparisons were drawn, and &#8220;Episode I&#8221; sit inevitably on the short end side of the stick: it lacked the mainstream appeal and, let&#8217;s be honest, the budget to be able to compete in the same league with &#8220;Final Fantasy&#8221;. Critics were dismissive, and it failed to sell. Personally, I find but one element that detracts from Takahashi&#8217;s work in &#8220;Xenosaga&#8221;, and that&#8217;s in the aesthetic department, with its super deformed anime aesthetic which made a serious work look seriously childish. As to the rest, I find it as clever and provocative as &#8220;Xenogears&#8221;, though few seem to agree with me.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1713" title="&quot;Xenosaga Episode I - Der Wille Zur Macht&quot; screenshot" src="http://metavideogame.files.wordpress.com/2009/10/xenosaga_790screen031.jpg?w=495&#038;h=390" alt="xenosaga_790screen031" width="495" height="390" /></p>
<p style="text-align:justify;">
<p style="text-align:justify;">Namco was not pleased with the results and decided to take charge of the project. As a result, &#8220;Episode II&#8221; wouldn&#8217;t be handled by Takahashi or his wife, Soraya Saga, as both were removed from any involvement with the project. With them, also left Yasunori Mitsuda, series composer and long time friend of Takahashi, and Kunihiko Tanaka, character designer. In an attempt to make the game commercially viable, Namco changed character design and voice-overs to become more western-friendly, and ordered a complete re-write of the script penned by Saga. The result was a plot-thin, fast-paced, action-heavy sequel to &#8220;Episode I&#8221;. Irony of ironies, Namco&#8217;s aggressive posture would get them no credit. Takahashi&#8217;s fans felt betrayed and were disappointed with the end-result, and new-comers wouldn&#8217;t be drawn in to the series. Sales were poor, critics remained unmoved. Curiously, by some random act of production policy, the second episode was actually released in Europe, with a cutscene filled DVD to make up for &#8220;Episode I&#8221;. This was obviously a huge disservice to Takahashi&#8217;s vision, and a commercial failure nonetheless.</p>
<p style="text-align:justify;">&#8220;Episode II&#8217;s&#8221; failure convinced Namco that &#8220;Xenosaga&#8221; was beyond commercial success &#8211; it was too niche, too outside the box, too uncommercial for its own sake &#8211; and so, the following episode would be the last, the remaining three canned. An attempt at compromise between the teams from previous episodes was made for the final whisper in Takahashi&#8217;s grand opus, and he was re-instated as creative consultant. As a positive outcome, he tried to recover Saga&#8217;s original scripts, and in what must have been a gargantuan task, attempted to wrap up the saga by fitting all remaining episode plot-lines into one neat finale. Despite being a convoluted mess, it almost felt like a Takahashi game. Once again, his six-episode saga remained untold, only this time, it will likely remain so forever.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1711" title="Soma Bringer OST Art" src="http://metavideogame.files.wordpress.com/2009/10/scc0gx.jpg?w=450&#038;h=400" alt="scc0gx" width="450" height="400" /></p>
<p style="text-align:justify;">Eventually, Namco sold its share of Monolith to Nintendo, with whom the company had had good relationship regarding the &#8220;Baten Kaitos&#8221; series. It is doubtful that Nintendo, a very conservative company, will ever award a big enough budget and amount of creative freedom that would allow Takahashi to continue his works in the same line as before. From an economical perspective, his career is a total flop. And so, under Nintento, Takahashi limited himself at producing &#8220;Soma Bringer&#8221;, a DS RPG&#8230; only released in Japan. Meanwhile, the J-RPG  genre continues to decay: increasingly generic, unwilling to break from its tropes and juvenile tone, and lacking commercial appeal to westerners, it is a genre slowly waiting to die. Simultaneously, a visionary remains unheard, a man who I am sure could have taken the J-RPG genre to a new level, with his (and his wife&#8217;s) superb writing and storytelling capabilities. If he already delivered one of the most mature and thought-provoking games of its genre, more than a decade ago, who knows what he would be able to come up with today, with different (dare I say, more mature?) audiences and advanced technology and storytelling mechanisms? I&#8217;ll keep on hoping that history will  give him a chance, and prove me, and Takahashi, right. It is a vain hope, I&#8217;m afraid.</p>
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			<media:title type="html">ruicraveirinha</media:title>
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			<media:title type="html">Tetsuya Takahashi</media:title>
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			<media:title type="html">Xenogears' Title Screen</media:title>
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			<media:title type="html">&#34;Xenosaga Episode I - Der Wille Zur Macht&#34;</media:title>
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			<media:title type="html">&#34;Xenosaga Episode I - Der Wille Zur Macht&#34; screenshot</media:title>
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			<media:title type="html">Soma Bringer OST Art</media:title>
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		<title>Resident Evil (2002) &#8211; &#8220;Revisiting Horror&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/09/14/resident-evil-2002-revisiting/</link>
		<comments>http://metavideogame.wordpress.com/2009/09/14/resident-evil-2002-revisiting/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 13:26:14 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Alone in the Dark]]></category>
		<category><![CDATA[Clocktower]]></category>
		<category><![CDATA[D]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[shinji mikami]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1649</guid>
		<description><![CDATA["Resident Evil" is slow-paced, clunky, unpleasant and sometimes even frustrating, but only because those are the needed qualities for a good survival horror game to hit its mark. Back in 1996, "Resident Evil" defined the genre, and perhaps not surprisingly, it remains unsurpassed in many of its qualities still today.  Which is why the remake, with its stunning artistic complexion, that so thoughtfully brings the original's ambiance to a new heights, is as worthy of the masterpiece title as the original.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1649&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:justify;"><img class="aligncenter size-full wp-image-1658" title="resident-evil-mansion" src="http://metavideogame.files.wordpress.com/2009/09/resident-evil-mansion.jpg?w=400&#038;h=300" alt="resident-evil-mansion" width="400" height="300" /></p>
<p style="text-align:justify;">Today, the name &#8220;Resident Evil&#8221; can only be associated with a modern brand of <a href="http://metavideogame.wordpress.com/2009/03/19/resident-evil-5-bigger-better-more-bad-ass/">derivative military shooters</a>. This is true regarding the main entries of the series &#8211; that slowly, but consistently, shed their adventure legacy in favor of fast-paced action sequences and increasingly convoluted plot lines &#8211; but also in the numerous spin-offs, of which the rail-shooting kind represents the most obvious and categorical insult to the nature of the original &#8220;Resident Evil&#8221;. Somewhere between &#8220;Alone in the Dark&#8217;s&#8221; cinematic viewpoint and &#8220;<a href="http://metavideogame.wordpress.com/2009/06/10/d-deranged/">D&#8217;</a>s&#8221; aesthetic sensibilities, Shinji Mikami&#8217;s groundbreaking work became a powerful and suspenseful horror video game that would lay the primary foundation of the genre. The bound that united it with its predecessors lied in the essence of the adventure video game &#8211; a genre built on the physical exploration of three-dimensional worlds, populated with puzzle pieces and small narrative interludes (in the form of text and cut-scene) that gave the spatial metaphor a narrative texture nonexistent in other segments of the video game strata. Whilst the textual quality of &#8220;Resident Evil&#8221; &#8211; an honorable dêcalage of b-movie tropes -  could only amaze players on the most superficial  of levels, its brooding atmosphere and tense game play design would surely leave in gamers a lasting mark. This was especially true when considering &#8220;Resident Evil&#8217;s&#8221; crowning achievement &#8211; the design of the mansion in which the game took place.</p>
<p style="text-align:justify;">For a long time now, haunted house amusement rides have had a special part in popular culture; the seduction of entering such an ominous location feeds on a primordial instinct to face dangerous situations in controllable environments. &#8220;Resident Evil&#8221; is surely meant to be played as if a haunted house ride, and what better evidence of this fact than the change from its original Japanese title &#8211; &#8220;BioHazard&#8221; &#8211; to the sillier, yet somehow more accurate western translation? Like in &#8220;<a href="http://metavideogame.wordpress.com/2009/06/10/d-deranged/">D</a>&#8220;, &#8220;Resident Evil&#8217;s&#8221; mansion is designed with a stunning sense of ambiance that hints at danger in every corner. More than the actual fright &#8211; of which the now infamous dog leaping sequence has become a symbol &#8211; it&#8217;s in the anticipation and build up of tension, through visual and auditive cues, that the authors&#8217; deviousness became fully apparent&#8230; Hitchcock would surely be proud. It helps that the mansion bears such a portentous and ostensible visual characterization, in both scale and intrinsic detail of its decor, making it humbling to the player. The mansion is, in itself, a work of art &#8211; its rendition of paintings, sculptures and architectonic style, thoroughly embodies the concept of an interactive art museum, so in vogue in the mid-nineties. The photorealistic quality of its pre-rendered visuals made the game not only aesthetically beautiful, but also more effective in heightening the sense of presence on part of the player.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1660" title="resident-evil-remake" src="http://metavideogame.files.wordpress.com/2009/09/resident-evil-remake.jpg?w=495&#038;h=371" alt="resident-evil-remake" width="495" height="371" /></p>
<p style="text-align:justify;">These were the notions which the sequels could never truly evoke. &#8220;Resident Evil 2&#8243; and &#8220;3&#8243; no longer took place in claustrophobic, XIXth century mansions, but instead spread the action across an entire city &#8211; the dimensionality of the urban landscape inevitably gave a sense of liberty and breathing space to both titles. The often criticized clunky movement of characters  &#8211; so important in forcing players to acknowledge the dangerous, uncomfortable and uncontrollable nature of their surroundings &#8211; was, with each title, softened thanks to new movements and more responsive controls. The scarcity of weapons of the original was slowly amped into a considerable array of weapons, more powerful and plentiful with each passing iteration. In &#8220;4&#8243;, besides a diminished role of exploration and puzzle sections, the cinematic angles were replaced with a pure 3D camera &#8211; meaning that zombies could no longer jump from out of the screen unseen. &#8220;5&#8243; borrowed its aesthetic and ambiance from other games, further compromising and indeed erasing any memory of the original work that was still present in the series. All of these games bore &#8216;good&#8217; design decisions, sure: each made &#8220;Resident Evil&#8221; a &#8216;better&#8217; game, i.e. less frustrating and more fun. But with these nefarious changes it also lost its identity, its charm, and most important of all, its capacity to frighten players, reducing a once great adventure horror game to a mindless action shooter.</p>
<p style="text-align:justify;">Which is why the Gamecube remake of the original &#8220;Resident Evil&#8221; makes even more sense today than it did back in 2002 &#8211; it serves to reminds us of how much the original surpassed its direct (and indirect) successors. Mikami&#8217;s return to his original masterpiece only served to state the obvious: the series&#8217; numerous additions and revisions were unneeded, and more importantly, only hindered at conveying the sense of  suspense which uniquely identified his original vision. Instead of re-envisioning the game completely (as he would later do in &#8220;4&#8243;), Mikami focused on getting players to experience what they had experienced many years before &#8211; the sense of entering a beautiful, yet menacing haunted house.  Narrative-wise the game is identical, and in terms of game play style and level design it is similar enough to capture the original&#8217;s spirit, but different enough to stand on its own. Shooting zombies finally became, once again, a conflict with the game itself, a peak in tension that served as a mere punctuating mark in a vast score of exploratory moods. Make no mistake, the remake is not an action game.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1661" title="22" src="http://metavideogame.files.wordpress.com/2009/09/22.jpg?w=495&#038;h=403" alt="22" width="495" height="403" /></p>
<p style="text-align:justify;">Mikami cleverly manages to use the remake to reference other games, like &#8220;Clocktower&#8221;, and even parody &#8220;Resident Evil&#8221; itself, but unlike Kojima, he does it with such delightful subtlety and consistency with the fictional backdrop that nothing ever feels out-of-place. He can make the most obsessive and knowledgeable hard-core fan smile without needing to break the fourth wall or giving away the irony of his playful demeanor with an obvious joke. Of course, what most gamers will appreciate in the new version of his classic, isn&#8217;t the elegant revisionism, but the update in presentation. Technical digressions aside, &#8220;Resident Evil&#8221; makes for one of the most beautiful and immersive experiences in recent video games. Every new animation and lighting scheme adds up to a stunning work of mise-en-scéne for each room, which truly makes them shine as part of a virtual art exhibit.  The soundscape completes the picture, making the game&#8217;s atmosphere as evocative and scary as possible. This remake is one of those rare occasions in which the audiovisual lift was actually used, not as a means of justifying a buy for the tech-savvy buyers, but as a way of furthering the vision of the original work.</p>
<p style="text-align:justify;">Alas, the remake is a memory of a now distant past, a throwback to a time in which games could still balance an underlying commercial logic with an artistic drive that went beyond the confines of fun-inducing game design. &#8220;Resident Evil&#8221; is slow-paced, clunky, unpleasant and sometimes even frustrating, but only because those are the needed qualities for a survival horror title to elicit a proper emotional mindstate in players. Back in 1996, &#8220;Resident Evil&#8221; defined the genre, and perhaps not surprisingly, most of its qualities remain unsurpassed still today.  Which is why the remake, with its stunning artistic complexion, that so thoughtfully brings the original&#8217;s ambiance to new heights, is as worthy of the masterpiece title as the original.</p>
<h2 style="text-align:right;"><span style="font-size:22pt;line-height:115%;" lang="EN-US">score: 5/5</span></h2>
<p style="text-align:justify;">
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			<media:title type="html">ruicraveirinha</media:title>
		</media:content>

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			<media:title type="html">resident-evil-mansion</media:title>
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			<media:title type="html">resident-evil-remake</media:title>
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		<title>Shadow Complex &#8211; &#8220;G.I. Joe Complex&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/08/22/shadow-complex-g-i-joe-complex/</link>
		<comments>http://metavideogame.wordpress.com/2009/08/22/shadow-complex-g-i-joe-complex/#comments</comments>
		<pubDate>Sat, 22 Aug 2009 12:03:02 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Castlevania]]></category>
		<category><![CDATA[Donald Mustard]]></category>
		<category><![CDATA[Gears of War]]></category>
		<category><![CDATA[Metroid]]></category>
		<category><![CDATA[Shadow Complex]]></category>
		<category><![CDATA[Yoshio Sakamoto]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1625</guid>
		<description><![CDATA[Thus, "Shadow Complex" ends up being somewhat of  a half-breed between a modern action packed shooter and the pondered exploration of "Metroid". You can't commend its innovation, because there is none, but it's extremely well designed and balanced, and if it's mindless fun you're looking for, you'll get your kicks. However, as the self-proclaimed love-letter to "Metroid", it's as much of an insult as it is a compliment to Yoshio Sakamoto's masterpiece.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1625&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:center;"><img class="aligncenter size-full wp-image-1630" title="Shadow Complex" src="http://metavideogame.files.wordpress.com/2009/08/960508_20090819_790screen001.jpg?w=495&#038;h=278" alt="960508_20090819_790screen001" width="495" height="278" /></p>
<p style="text-align:justify;">More than a modern take on &#8220;Metroid&#8221; (as were the &#8220;Prime&#8221; entries), &#8220;Shadow Complex&#8221; is a faithful homage to what is one of the most beloved videogames ever made [in all fairness, I am not a big fan]. Like so many players out there, Donald Mustard is mad in love with &#8220;Metroid&#8221; and so, everything that made &#8220;Metroid&#8221; &#8220;Metroid&#8221;, is recovered almost religiously into his game &#8211; the pure 2-D platforming, the non-linear maps, and their never-ending backtracking&#8230; pardon me, &#8220;exploration&#8221;, the armor and weapon upgrades, the environmental puzzles, the wall-crawling enemies, etc, etc, etc. In &#8220;Shadow Complex&#8221; every motion, space and action, evokes a memory of &#8220;Metroid&#8221;. And Mustard plays well with that memory, rewriting it subtly to fit with the new century design standards players have developed. More tense and action packed, &#8220;Shadow Complex&#8221; is an entertaining video-game that doesn&#8217;t rely solely on nostalgia to be fun.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1631" title="&quot;Metroid&quot; on the NES, Produced by Gunpei Yokoi and directed by Yoshio Sakamoto" src="http://metavideogame.files.wordpress.com/2009/08/metroid_nes.jpg?w=400&#038;h=300" alt="metroid_nes" width="400" height="300" /></p>
<p style="text-align:justify;">Sadly enough, Mustard&#8217;s fond remembrance of &#8220;Metroid&#8221; is imperfect, dare I say, naive and superficial. One of the greater aspects in &#8220;Metroid&#8221; was its ambiance: the sense of vacant space mirrored perfectly the part of being alone in an alien landscape. Despite the minimalist details, the dark caves and somber music were essential in establishing that science fiction reality (&#8220;Alien&#8221;, of course, comes to mind). Mustard did not use a similar background, therefore losing his capability to truly evoke the memory of &#8220;Metroid&#8221;, but perhaps rightfully so, for who is he to remake &#8220;Metroid&#8221;? The issue here is that the artistic frame he chose to substitute &#8220;Metroid&#8217;s&#8221; stinks of the most basic consumer-pleasing piece of trash. In other words, he wrapped the &#8220;Metroid&#8221; gameplay in a first-person shooter aesthetic (something which even the &#8220;Prime&#8221; series tried to avoid).</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1632" title="Shadow Complex (2)" src="http://metavideogame.files.wordpress.com/2009/08/e3-2009-shadow-complex-first-look-20090528044036470.jpg?w=495&#038;h=278" alt="e3-2009-shadow-complex-first-look-20090528044036470" width="495" height="278" /></p>
<p style="text-align:justify;">Explosions and explosions and more explosions and lots of shooting and shooting and firefights and kung-fu fist-fights and epic battles with giant-mecha and even more explosions &#8211; that&#8217;s what Mustard substituted the sci-fi environment with. Even though the script is based on the work of Orson Scott Card (namely his novel &#8220;Empire&#8221;), it comes off as the sort of preposterous teenager military fantasy about an evil scientist/general who wants to take over the world (or just the U.S.A., doesn&#8217;t seem to matter). The B-movie tone can be funny (Nolan North as the leading voice certainly helps), but the narrative often seems to want seriousness and sentimentality, which ultimately ruins any chance of redemption for the whole affair. Character designs only add to the whole comic-book vibe, being  so bad that can even paint the supposedly menacing army as an outlandish brand of villains.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1633" title="Shadow Complex (3)" src="http://metavideogame.files.wordpress.com/2009/08/shadowcomplex_screen03.jpg?w=495&#038;h=278" alt="ShadowComplex_Screen03" width="495" height="278" /></p>
<p style="text-align:justify;">The new framing is, in one word, horrible. It&#8217;s like an even worse copy of Epic&#8217;s own games, featuring extensive technical value but less than competent artistic one. It&#8217;s not that it was obligatory to evoke an ambiance as powerful as that of &#8220;Metroid&#8221;, but anything other than &#8220;G.I. Joe&#8221;  in Unreal Engine&#8217;s dull and insipid color palettes would have been preferable. Appealing to the &#8220;Gears&#8221; crowd just seems irreflected for someone who is trying to recapture the feel of a work that is consensually viewed as a masterpiece. Thus, &#8220;Shadow Complex&#8221; ends up being somewhat of  a half-breed between a modern action packed shooter and the pondered exploration of &#8220;Metroid&#8221;. You can&#8217;t commend its innovation, because there is none, but it&#8217;s extremely well designed and balanced, and if it&#8217;s mindless fun you&#8217;re looking for, you&#8217;ll get your kicks. However, as the self-proclaimed love-letter to &#8220;Metroid&#8221;, it&#8217;s as much of an insult as it is a compliment to Yoshio Sakamoto&#8217;s masterpiece.</p>
<p style="text-align:justify;">[My Xbox 360 just died this mornin' (thanks Microsoft!), so I won't be able to complete the game, hence why there is only an Impressions article. Still, I played the game enough to give it a fair review.]</p>
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			<media:title type="html">Shadow Complex</media:title>
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			<media:title type="html">&#34;Metroid&#34; on the NES, Produced by Gunpei Yokoi and directed by Yoshio Sakamoto</media:title>
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		<title>Wave Foam &#8211; &#8220;Breaking out of the Cage&#8221;</title>
		<link>http://metavideogame.wordpress.com/2009/08/19/wave-foam-breaking-out-of-the-cage/</link>
		<comments>http://metavideogame.wordpress.com/2009/08/19/wave-foam-breaking-out-of-the-cage/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 10:04:13 +0000</pubDate>
		<dc:creator>ruicraveirinha</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[David Cage]]></category>
		<category><![CDATA[Fahrenheit]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[Indigo Prophecy]]></category>
		<category><![CDATA[Nomad Soul]]></category>
		<category><![CDATA[Omikron]]></category>
		<category><![CDATA[Origami Killer]]></category>
		<category><![CDATA[Shenmue]]></category>
		<category><![CDATA[Yu Suzuki]]></category>

		<guid isPermaLink="false">http://metavideogame.wordpress.com/?p=1612</guid>
		<description><![CDATA[David Cage may very well be a thinking man's Molyneux - a sort of pretentious wanna-be that aspires to the moon, but ends up with his knees deep in the Earth's mud - but he will always have great aspirations and capacity of self-criticism (as his constant recognition of his past failures clearly shows), something which is sadly lacking in most designers. Hopefully (let us pray in tandem), he will soon realize the potential of his ideas in "Heavy Rain" and finally flesh out the sort of mature interactive narratives his games always hinted at, but failed in achieving.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=metavideogame.wordpress.com&blog=2458979&post=1612&subd=metavideogame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="text-align:center;"><img class="aligncenter size-full wp-image-1613" title="The man: David Cage" src="http://metavideogame.files.wordpress.com/2009/08/davidcage.jpg?w=360&#038;h=270" alt="david+cage" width="360" height="270" /></p>
<p style="text-align:justify;">Not everyone recognizes that there is a problem with the current state of videogames. Most are content with the mindless &#8220;fun&#8221; they afford players, and those that aren&#8217;t content, tend to cower beneath the towering weight of money-grubbing companies that just want to maximize their profit. But there are those rare few who have their eyes out on more ambitious goals for videogames and who aren&#8217;t afraid to stand up and be pretentious. David Cage is such a man, as this recent presentation <a href="http://gamescom.gamespot.com/story/6215566/heavy-rain-director-advocates-taking-risks">shows;</a> as always, it makes for an interesting read coming from someone who actually has something which is worth reading about. Ever since I remember reading about him and his games, he&#8217;s always been yapping about games&#8217; legitimacy as art-form, and how he is trying to tell stories through games. He&#8217;s perceptive and culturally knowledgeable; like all those who watch a movie or read a book every now and them, he can tell that videogames lack the maturity and emotional depth that other artistic mediums live by, and so he struggles to bring videogames one step closer to those other means. Sadly, his ambition never panned out as much as one would hope, as his games always ended up being shallow replicas of the future for videogames that he so heartily stands by.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1615" title="Omikron" src="http://metavideogame.files.wordpress.com/2009/08/omidb1.jpg?w=440&#038;h=330" alt="omidb1" width="440" height="330" /></p>
<p style="text-align:justify;">&#8220;Omikron&#8221; (a.k.a. &#8220;Nomad Soul&#8221;), was a visionary attempt at capturing the sense of a living breathing world, completely rendered in 3D. Two years before the open-world breakthrough of &#8220;Grand Theft Auto III&#8221;, Cage was already fiddling with notions of scale in space, gameplay and narrative, which most designers would&#8217;ve run from like a devil from a cross, so ambitious they were for that time.  It was a game only rivaled (and let&#8217;s be honest, in many ways, surpassed) by the contemporary work of Yu Sukuzi, &#8220;Shenmue&#8221;. Cage&#8217;s work was not without merit though, he managed to devise an entire fictitious world, a provocative, gaudy blend of science fiction aesthetics, deeply rooted in cyberpunk culture, Philip K. Dick-ean themes of personality and identity, and some post modern elements. He was <em>avant-garde</em> in every sense of the world, and even managed to bring David Bowie in to collaborate as actor and singer/composer of the game&#8217;s original score, further establishing &#8220;Omikron&#8221; as an artistically legitimate venture. The game was far from perfect, as the cacophonous mix of gameplay styles (adventure, beat&#8217;em up and first person shooter) was convoluted and ill-balanced, and the game suffered from a myriad of bugs and technical issues, all of which reviewers of the time took at heart.</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-1614" title="Fahrenheit" src="http://metavideogame.files.wordpress.com/2009/08/1123893747.jpg?w=495&#038;h=371" alt="1123893747" width="495" height="371" /></p>
<p style="text-align:justify;">His next game would suffer a better fate in eyes of both public and critics, though in the humble opinion of this writer, was far less progressive and experimental than its spiritual predecessor&#8230; and equally unbalanced. Cage&#8217;s self presented challenge in &#8220;Fahrenheit&#8221; (a.k.a. &#8220;Indigo Prophecy&#8221;) was to create an interactive narrative system that would permeate seamlessly through game-play. The game eventually became known both by its modern adventure game trappings &#8211; which gave players the sort of choices which the old-school linear adventure games had seldom afforded -, and by it consistent use of quick time events, which curiously enough became known as such precisely due to Suzuki&#8217;s &#8220;Shenmue&#8221;, even tough the mechanic itself dated back to &#8220;Dragon&#8217;s Lair&#8221;. Once again, ambitions proved superior to Cage&#8217;s capacity to fulfill them: the use of QTE&#8217;s was excessive and repetitive, with endlessly drawn out actions sequences (in a sort of daft copy of &#8220;Matrix&#8217;s&#8221;) forcing players to mindlessly mash buttons in Simon Says fashion, and the narrative system, though certainly interactive, yielded some of the most ridiculous and over-the-top story-lines  ever to grace a modern videogame.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1616" title="Heavy Rain" src="http://metavideogame.files.wordpress.com/2009/08/download-blog.jpeg?w=326&#038;h=448" alt="Heavy Rain" width="326" height="448" /></p>
<p style="text-align:justify;">Both his games failed, yes, but criticize as much as we can, we cannot help but admire his achievements and his courage for taking risks. &#8220;Omikron&#8221; and &#8220;Fahrenheit&#8221; were attempts at adult forms of storytelling that were genuinely serious and mature: &#8220;Omikron&#8221; had a virtual space that was palpable and brimmed with character, and &#8220;Fahrenheit&#8221; (before blowing up with its outrageous plot twists) had realistic characters and an ingenuous sense of suspense and mystery. Even today, the vast majority of games cannot accomplish what David Cage did in his only two games. He may very well be a thinking man&#8217;s Molyneux &#8211; a sort of pretentious wanna-be that aspires to the moon, but ends up with his knees deep in the Earth&#8217;s mud &#8211; but he will always have great aspirations and capacity of self-criticism (as his constant recognition of his past failures clearly shows), something which is sadly lacking in most designers. Hopefully (let us pray in tandem), he will soon realize the potential of his ideas in &#8220;Heavy Rain&#8221; and finally flesh out the sort of mature interactive narratives his games always hinted at, but failed in achieving.</p>
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			<media:title type="html">ruicraveirinha</media:title>
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		<media:content url="http://metavideogame.files.wordpress.com/2009/08/davidcage.jpg" medium="image">
			<media:title type="html">The man: David Cage</media:title>
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		<media:content url="http://metavideogame.files.wordpress.com/2009/08/omidb1.jpg" medium="image">
			<media:title type="html">Omikron</media:title>
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			<media:title type="html">Fahrenheit</media:title>
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			<media:title type="html">Heavy Rain</media:title>
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