Archive for the ‘ Editorial ’ Category

Number 5 – Hiroya Hatsushiba

To start the list, an almost unknown developer: Hiroya Hatsushiba; in my opinion, he’s one of the genre’s great promises for the future. He is the director of 3 extremely interesting and, above all, innovative, different and stylish games: “Baten Kaitos”, its sequel, and “Eternal Sonata”. It might seem weird to put in such a small list a designer that has only directed three games, but that just serves the point, he’s that promising.

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Though the “Baten Kaitos” games had a series of shortcomings, like a somewhat clichéd plot, it had this huge amount of style and substance: a quirky card-based combat system, an epic storyline, high artistic and production values that rivaled the “Final Fantasy” series, and some of the craziest level design I’ve seen in a game (there were some crazy levels in that game, believe me). “Baten Kaitos” was a great game, not a masterpiece, but still, much, much better than most of the RPG’s I ever played.

But what really led me to put Hatsushiba on this list is “Eternal Sonata”. Though from a gaming perspective, the game didn’t try anything different, it did so in other areas. Besides the wonderful aesthetic visuals and music, “Eternal Sonata” featured a groundbreaking concept: to delve into the last dream of famous composer Frederick Chopin. Now, for a Japanese developer to create a whole game around an allegory surrounding the death of a famous Austrian composer is, by itself, completely insane. But this guy did it, and he actually made it into a good game! But if that wasn’t a big enough risk, he created a game with a plotline that doesn’t explain itself, that defies the player to interpret, analyze and question the story, its concepts, meanings and philosophical ramblings: for a game to even attempt this is nothing short of visionary. In my opinion, games need developers that try and push the envelope, that try to achieve higher ground on the artistic context, to evolve like other means have done before… developers like Hatsushiba.

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The complex storyline of “Eternal Sonata” is almost as profound as the Animes by Hideaki Anno (“Evangelion”), Masamune Shirow (Ghost in the Shell”) or Satoshi Kon (“Perfect Blue”), which just serves to show the huge amount of ambition of the game. If all RPG’s strived so high, the genre would clearly be much more interesting than it is today. So that’s why Hatsushiba is on this list: his games are different, fresh, ambitious and show a great deal of potential. He hasn’t been able to create his masterpiece yet: “Baten Kaitos” lacked a good plot and “Eternal Sonata” a good gameplay engine; but when he finally ends up fine tuning his skills… what day it’ll be for gaming.

Top 5 Japanese RPG developers

During last week, Gamasutra released their list for the 20 essential Japanese RPG’s and because of that, I decided to do something similar. But, keeping with the alternative tone of this blog, I thought it would be more interesting to analyze and commend the top 5 essential Japanese RPG creators/developers instead of the actual games. The reason I chose developers, instead of the games themselves is simple: (lead) game designers end up establishing the stylistic trends of their games to a far greater degree the actual franchise name, story or company name. That means they are responsible for the most important decisions that end up molding the game: their narrative tone, gameplay approach, overall art direction and even the game’s purpose for existence. Unfortunately, games are still a very immature means of expression, and because of that, most people in the business have little recognition (apart some of the more mediatic developers). Many people still attribute specific game styles to companies like Square or Enix, when in fact, that has much more to do with specific developers. As such, these posts serve a double purpose: review the best J-RPG developers, including their style and substance, and show the world a bit more about who these guys really are.

And so, onto the countdown…

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“Semiotics and its Importance in Adaptations” and “Tomb Raider Review”

The semiotic language of games is different than the one in movies; normally, directors and writers of these adaptations either don’t fully understand one or the other (sometimes even both… *coff* Uwe Boll *coff*). Now, this is the primary condition for a successful transition from one means to the other; I mean, how can one even begin to think about adapting an artistic means to another without understanding the language each one of them uses? Just imagine taking a book filled with meaningful metaphors and translate it into a movie without taking into account the same metaphors; most of the book’s hidden meanings would be lost. What’s happening in most game-to-movie adaptations is similar to this. Either the director/writer didn’t play the game or didn’t understand its drive or focus (example: “Resident Evil”), or they played it, but simply don’t know how to convey that into a correct and interesting cinematic language (example: “Final Fantasy: Advent Children”).

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Take for instance, “Tomb Raider”; what was convened in the movie? Basically that there is this rich Lara Croft babe, that is an athletic, voluptuous chick that can shoot like Neo, jump higher and farther than the established Olympic records and that does a living by exploring tombs filled with ancient “magical” artifacts that hold the most powerful hidden secrets of extinct civilizations. Was “Tomb Raider” really about this? Well, in part, it was, at least when it came to the games backdrop and small uninteresting cutscenes. But I don’t believe that was the main focus of the game. If you ask me, “Tomb Raider” was all about creating a sense of immersion in an unknown and mystic scenario and the exploration of large ancient ruins, filled with beautiful architectural details and strange enigmatic puzzles. Now look at the movie again, was any of this in the movie? No! Why? Because the screenwriters only understood “Tomb Raider” from a simplistic cinematic point of view; the only narrative they saw in “Tomb Raider” was the one imbued in the idiotic plot and action part of the game. Why? They just don’t understand how narrative is conveyed in games, period. Everything in the adaptation stinks, from the poor choice of scenarios to the action oriented nature of the movie, not forgetting the horrible rock and roll soundtrack (in opposed to the game’s classical arrangements that augmented the tension and ambiance of the tombs). You could argument that the sense of exploration would be hard to convey in the movie; but hey, that was the main focus of the game: if you can’t convey that, then don’t even bother adapting it.

And this happens in almost every adaptation: where’s the sense of isolation, dread and horror in “Resident Evil”? Remember Milla Jovovich roundhouse-kicking dogs? C’mon, is it that hard to understand that’s not scary? Where’s the dark mysticism in “Alone in the Dark”? I’ll tell you where, it’s lying in the slaughterhouse after it was butchered by Uwe Boll’s horror/sci-fi scenarios filled with daylight (it’s a game about darkness, how hard can it be to understand that?) and his macho-soldier armies armed with heavy machine guns that blow everything to shreds (were there armies in the game… NO!). Where are the Ha-Do-Kens in “Street Fighter”? Oh, that blue myst that comes out of Ryu’s hands at the end of the movie IS a Ha-Do-Ken… I’d never have guessed, maybe I’m just dumb…

[More ranting about adaptations coming soon…]

“Game-to-Movie adaptations – why they fail miserably…“

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Last week, my “Study and Development of Games” teacher talked about movie-to-game adaptations. His words were something like: “It [Movie Adaptations] doesn’t work because it’s hard to please the fans that already know the story, while at the same time, pleasing the audience that knows nothing about the game. You can’t overexposure the plot for the first public, and underexpose for the other.” Now, later this week, I saw Uwe Boll’s “Alone in the Dark”, which is the worst movie I ever seen, bar none, game-adaptation or not. Since then I’ve been analyzing all the reasons why game-to-movie adaptations fail. Because, let’s face it, they always fail, always. To this day there isn’t a single adaptation that I consider to be a half-good movie (and I’ve seen pretty much all of the supposedly “good” ones); maybe my cinema-critic background makes me too demanding, but I can’t see any movie based game that can actually be held on its own as a good movie experience. So, from now on, in this topic I’ll be exploring the reasons I think make unsuccessful game-to-movie transitions. Besides that, I’ll review some of the transitions… and don’t expect for me to be sympathetic or to have any pity on those pieces of cinematic garbage, just because they came from good games; I will thoroughly dissect every adaptation until its smelly, putrefied guts are all out in the open, so that anyone can understand how bad they really, really are.

We all make mistakes…

Since I’ve started the blog, I’ve been evaluating 5 aspects of games in the ratings. Namely: Plot, Art Design, Gameplay Mechanics, Level Design and Sound/Soundtrack.

I really haven’t explained these choices very well, and have been a victim of that fact. From now on, I’ll change Plot to Narrative, because most times, that is what I am really evaluating. In due time, I will update the “About Page” to fully encompass the reasons that led me to this change and these criteria.

Sorry for the change…