Archive for the ‘ Miscellaneous ’ Category

New Year in Metagame

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New Year, new rules. I’ve been pondering for some time now how I could improve my blog for the second year of its existence. Though I didn’t come to any sort of permanent conclusion, I have decided to make some minor changes. First, I have decided to refrain from grading games in every one of their expressive dimensions, I feel nobody gives them any importance (me included), and so they only become visual clutter in the endless sea of letters my reviews carry. Also, I will try to cut my reviews short – from what I’ve perceived, they are too big, and become somewhat tedious. Though I cannot vouch for my editing abilities, I will try to make my reviews as cohesive and coherent as possible in the future. Finally, I’d just like to say that last year’s analysis articles will start being posted soon, the best and worst of the year will be included. Thanks for reading… and Happy New Year.

2008 – “The year of …………. “

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After a slow transition into new platforms, with the Ps2 releasing its onslaught of swan songs (“Ôkami”, “Shadow of the Colossus”, “Final Fantasy XII”), next-gen finally become current-gen in 2007. An absurd amount of games were released, and amongst them, you could find interesting ideas and new paths for games to tread in the future. “Bioshock”, “Orange Box” (especially, when it comes to “Half Life 2 – Episode 2” and “Portal”), “Mario Galaxy” all brought something new into the derivative mix of big budget blockbusters. The thought provoking nature of “Bioshock’s” aesthetic and narrative, the epic and dramatic ending of “Episode 2”, and the gameplay revolution behind “Mario’s Galaxy” or “Portal’s” 4D design, were all good reasons to enjoy 2007. Personal favorites of mine, such as “The Darkness”, “Lost Odyssey” and “Eternal Sonata”, though derivative in terms of design, all told original stories, a rare feat for videogames, whichever the year. Not only that, the quality of most blockbusters was above par, even when it came to the more simple-minded releases. “Halo 3”, “Call of Duty 4”, “Uncharted” and “Mass Effect” were all incredibly polished, and had a distinct identity to their game design philosophies, even if none of them were particularly original. The blooming of downloadable services in all 4 platforms, allowed for indie ventures such as “flOw” to shine and reach mass markets, without the need for big budgets; their more intimate and discrete nature challenge big producers to deliver artsier experiences that rely on more than just high polygon counts. Retro also made a comeback through these services, as games that were once the privilege of a select few (who had the money and the patience to stalk online auctions in search of prized rarities), were now instantly accessible to anyone – classics ranging from “Super Mario Bros.” to “Psychonauts” were just a few coins away from being played in all their glory. Though far from being one of the best gaming years ever (as so many put it), 2007 was a good year for videogames.

2008 is almost over. And I say… thank God. While most might be content with the scale of 2008 releases, which more or less matches that of 2007, I am not, because though there was quantity, quality was sparse. Though not a bad year “per se”, there were no groundbreaking games, blockbusters were mostly sequel-ish and too safe, and there was an insane amount of unfulfilled potential in most games. Simply put, I feel that no new steps have been given towards the future… at least, in terms of mainstream gaming (we’ll get to indie later). Also, because of the barrage of media hype, games were augured as divine, breathtaking, revolutionary, stunningly beautiful… but in the end, never were. It’s the year of wasted sequels (“Gears of War 2”, “GTA IV”, “MGS 4”), failed promises (“Mirror’s Edge”), dying franchises (“Silent Hill Homecoming”, “Prince of Persia”) and lackluster new IP’s (“Dead Space”, “Army of Two”, “Dark Sector”). I’m aware of this being a controversial opinion, as most media outlets and gaming magazines seem thrilled with this year’s batch of games (relax, I’m not going to waste any more time criticizing the media for their opinions, no matter how unfortunate they may be…). Metacritic scores support this notion, as this year’s games rank amongst the highest ever. The 360 all-time top ten (the best frame of reference for the current generation) includes only two 2006 releases, “Gears of War” (rated number four) and “Oblivion” (fifth), four 2007 releases, “Bioshock” (second), “Orange Box” (third), “Call of Duty 4” (sixth), “Halo 3” (seventh), and four 2008 releases, “Grand Theft Auto IV” (number one), “Gears of War 2” (eighth), “Fallout 3” (ninth), “Braid” (tenth). A blunt statement could be made: according to a majority of game reviewers, 2008’s games are on par with 2007’s. I can’t but feel this is far from the truth, and I’ll do my best to show my point of view concerning 2008 in the coming series of articles called “2008 – The year of ………… ” .

Status Update – “Review the Reviewer”

It’s been 10 months since I launched my videogame blog. I feel that I’ve come a long way since I first started, both in my English writing skills as well as in my knowledge of the area. However, I still have a long way to go. As such, and even though this is mostly a personal experience for me, I think it would be interesting if readers out there would give an overall input on the blog, a chance for you to criticize me. I promise not to be offended, and I think that for the most part I won’t even try to defend myself. My goal is to know a little bit more about what you feel is right and wrong with my (re)views on games. Criticize harshly and complement lightly, for the first gives me knowledge to improve myself and the latter invites stagnation (though it makes me feel good with myself). Everything’s fair game for you to criticize, from my language skills, to the length of my posts, rate system, picture use, etc, etc, etc.

Thanks in advance.

Beyond Good and Evil – “Beyond Genres and Conventions”

Videogames are a means in constant evolution; with every passing year, new conventions emerge, design philosophies shift, and tiresome old mechanics are refreshed with new ideas and conceptualizations. Sometimes, time flows by with such ease that we forget that things are in constant rearrangement, and how videogame paradigms are always being reshaped. Michel Ancel (creator of “Rayman”) seems to be one of those designers that is acutely aware of the ongoing changes in videogame history and “Beyond Good and Evil” is a proof of that. At glance, it seems like a typical Mario-esque 3D platform experience, with a cast of endearing and expressive characters, most of them with the expected animalistic characterization that is so common in the genre. It also proposes a fable-like, surrealistic world with sci-fi traits, bringing it closer to a “Jak and Dexter” or “Ratchet and Clank” aesthetic, filled with wide, open environments, adorned with gorgeous lighting and neon color palettes in tones of green and purple. But if all this builds up to a consistent and nostalgic platforming mood, the game avoids the simplistic characterization by throwing a lot of seemingly out-of-place elements. From the start, there’s the narrative, a tale of political and sociological concerns, about war and media manipulation, encapsulated with pure B-movie sci-fi madness codes, as pod monsters, evil empires and menacing, disgusting looking aliens. Though the plot has nothing to do with the presumptuous title (a reference to one of Nietzche’s darkest essays on the relativity of morale and philosophic reasoning), it oozes style and substance, with likable, humorous characters that actually make you laugh and a series of interesting twists. The game-world also deviates from what you’ve come to expect from the genre, as it is open enough to be mistaken with a small sand-box game. Also, a lot of game activities and mini-games are spread out throughout the scenarios, copying effectively the model laid out by GTA (albeit in a smaller scale). The gameplay itself, also makes some odd turns into the genre. Jumping for instance, is very rare; stealth portions on the other hand, are very common. Environmental puzzles abound, most of them easy enough to be enjoyable, but still warranting some thought. Combat is nice, simple and as straightforward as platformers go, though made all the more frenetic thanks to the accompanying score, a merger of frantic electronic beats and classical orchestrations, fit enough for any action-packed movie.

By merging a lot of different twists proposed by modern currents of videogames, Michel Ancel ends up creating an interesting mix of of flavors, a gaming buffet if you will. Neither of “Beyond Good and Evil’s” elements are particularly fleshed out or especially deep, but they’re all perfectly implemented and work in unison to create a coherent, pleasant gaming pastiche. At times it can seem a bit over simplistic, and it hurts the pace of the game that at times, it forces you to try every little game-mechanic through a series of manichaeist design choices (one thing is to have mini-games, the other is to force you into playing them). Apart from those minor flaws, I still can’t quite puzzle why the game didn’t do well in sales. It’s not as if it’s hugely pretentious or mature (like “Killer 7”), or infantile looking for the adolescent demographic (as “Ôkami”). Maybe people thought it was a mere kids game, but it’s much more than that. “Beyond Good and Evil” is like a Pixar animation: a charming story for all the family, with a cast of gorgeous characters, framed in a lovable aesthetic, and above all, an unwavering fun-ride all the way till the end. What more can one ask?

Overall: 3/5

Number 3: Yoshinori Kitase

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Of all the developers in this list, Kitase should’ve been the one with the most notorious name, but sadly, he got completely overshadowed by his mentor: Hironobu Sakaguchi. Kitase, as a writer and director, is behind the 4 more influential and well regarded RPGs in gaming history: “Chrono Trigger”, “Final Fantasy VI”, “VII” and “VIII”. So you see why he should be better known to the grand audience: just as Sakaguchi had been the father of the classic RPG genre, Kitase became the father of its modern current. And though his style feels like an evolution of Sakaguchi’s, he improved on many aspects of the formula and added a few twists of his own.

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The first thing that pops up when you look at Kitase’s RPG’s, is the change of a predominantly high-fantasy scenario to a mix of sci-fi and fantasy. In earlier “Final Fantasies” technology existed, but magic clearly had a more important role in the development of the plot; with Kitase, technology and magic were seen side by side, as two faces of the same coin. Though this is probably a shallow change, since the allegoric meaning of magic or technology remained the same (a representation of Man’s power and thus, a danger to the planet and Humanity), the fact is that it ended up establishing an iconic, aesthetical and conceptual trademark that would later be replicated in nearly every other RPG.

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But what really made him a great developer, was the way he deepened the narrative aspects of the genre. Though he followed Sakaguchi’s approach, of focusing the narrative on emotional “motifs”, he also complicated the plot mechanisms used to move things along. When you look back, Sakaguchi’s stories were no more than simple bed-time fantasy stories, where an evil man wants to destroy the world, and a couple of specially gifted magic-users fight back. All you had to do, as a character, was to follow the trail of the big baddie, from point A to point B (repeated “ad infinitum”), until you could terminate the threat; along the way the big bad evil monsters would destroy villages and kill some of the good guys, but in the end, good would triumph over evil; all in all, it was a very simplistic, straightforward narrative (even if at the time, it was the best you could find in a console). Kitase’s narratives are much more complex and above all, are highly manipulative, in an “Hitchcockian” kind of way: they’re conceived so that the flow of information can be controlled, allowing the director to effectively influence the gamer into believing certain facts, while hiding important plot details for a grand, exciting twist afterwards. From the memorable destruction of the Earth in “FFVI”, to the multiple fates of “Chrono Trigger”, not forgetting Cloud and Sephiroth’s mysterious past, every Kitase story is filled with complex and interesting plot twists. These are, of course, essential in capitalizing the focus of the audience, which becomes all the more engrossed if the stories are twisted and unpredictable. Add to that the emotional side of Sakaguchi’s stories, and you can begin to understand why everyone who played his games, fondly remembers Cloud and Barrett’s environmentalist struggle to save the world or Squall’s undying love for Rinoa (in what is probably the only good love-story ever to grace a videogame).

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Story-telling also took a slight shift from Sakaguchi’s games; Kitase opted for an epic and operatic overtone in his games, in direct opposition to Sakaguchi’s more intimate and somewhat “fairy tale-ish” approach. This tone was largely imbued in the cutscenes that bolstered a cinematic flair into the game, turning it into a more dynamic and touching way of getting across to players. It is hard to forget such memorable moments as the openings or endings from his “Final Fantasies”, or the all too famous death of Aeris. Of course, without the technology he had at his disposition, it would be hard to convey what he did, but still, he potentiated the means at his disposal with a far greater success than anyone else. He also deviated the style of the art department from Sakaguchi’s lines, by using a more anime-like art design, in charge of Tetsuya Nomura, and a more epic and grandiose soundtrack by series’ veteran Nobuo Uematsu. The result blended perfectly with Kitase’s more cinematic and epic outlines, giving the franchise exactly what it needed: a slightly more mature aesthetic.

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In the end, whatever your view of Kitase is, you have to admit it: he is one of the genre’s most influential developers: he opened up the world to the genre, by giving it a more complex and mature narrative structure, a different aesthetic goal, and taking advantage of the CD-medium to create highly-stylized cinematic cutscenes. If you’re a fan of RPG’s, than you’re definitely in love with at least one of his games, but chances are that you’re in love with all of his games. Today, if you think about a JRPG, you don’t think about childish and endearing bedtime stories, you imagine epic, complex and touching narratives, just like the ones Yoshinori Kitase told… when everyone else was still dreaming about the idea.