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It all started with Metal Gear Solid.
Hideo Kojima is a pacifist. How do I know this having never spoken to him? It’s the only logical explanation behind Metal Gear Solid. Big whoop, I mean, the games themselves are about as overtly in support of pacifism and nuclear non-proliferation, but I’m not talking about the overt, obvious messages. Anyone can put hours and hours of cutscenes in a video game (although few can get away with it like he can), but Kojima is special because he emphasizes the holiest of modes of expression for a game designer: mechanics.
I came to the Metal Gear Solid series way late in the game, around the spring of 2008. Metal Gear itself was 20 years old at that point and I was looking forward to playing these games that my buddy Lee so adored. Thanks to my cripplingly completionist attitude toward games, I found myself looking up MGS on Gamefaqs to ensure that I didn’t miss any limited items via careless play. It was there that I learned that the game scored you higher based on how few enemies you killed. It was a sneaking mission, after all.
Deciding to challenge myself and impose arbitrary limitations on myself like “kill only the enemies that are required” changed my life forever. Real life is decidedly unlike video games, which is just fine by me. God help us if psychopath mass murderers were as common in life as they are in games, and that’s not even counting the villains. How weird is it that Metal Gear Solid, a game featuring a trained special-ops soldier armed to the teeth with pistols, automatic rifles, and explosives, turned me into a pacifist by forcing me to value digital life.
All it took was a slight shift in philosophy. Long before (and long after) Metal Gear Solid, gamers have been penalized for shooting innocent victims or bystanders. All MGS did was flip this on its head a bit. The game rewards you for not killing hostiles. This changes everything.
It sounds stupid when you think about it, but the mechanics are slight and subversive enough that the shiftcomes on gradually. Little things, like giving Snake a tranquilizer gun from the get-go, just reinforce the idea that there’s another way to do things. Most of the time it makes the game significantly harder. Snake (or Raiden in MGS2) has a pathetically small non-lethal arsenal when compared to the rest of his repertoire. The tranq darts are significantly weaker AND enemies eventually wake from being knocked out, which heightens the alert level on a given stage.
Reinforced by mechanics, the message is crystal clear. Doing the right thing (because playing this way usually yields nice rewards) is not easy. There’s only one instance throughout the Metal Gear Series, to date, where pacifism makes things easier. During one of Kojima’s more overt narrative moments, Snake faces a spiritual adversary, The Sorrow. Wading through a long river, Snake must avoid every enemy he’s killed prior to that point. Players like me have relatively little problem, since there are no enemies, but the trigger happy player has quite the obstacle course ahead of them. While I’m partial to a more subtle narrative, This was also unlike anything I’d ever played before.
I think Kojima’s crowning moment, throughout his entire catalog of work, is the final battle against The Boss in MGS3 where he attempts to get the player to the closest approximation he’ll probably have of killing another person. I’m being a little overdramatic since it depends on how much you care about the narrative, but it goes something like this.
If you’re me, you’ve gone through this whole game without killing a soul and suffered for it. Our in-game avatar, Snake, has suffered the betrayal by the figure he most respects and he’s spent all mission grappling with his orders to kill The Boss, who was an absolute loyalist to the United States, but who had been turned on when she got in trouble.
The battle begins and ends. Snake stands above his mentor, holding her gun to her head. She tells Snake to end it.
Nothing happens.
It dawns on me that the game is waiting for my input. I had spent the entire game not killing a single soul. Saved and reloaded after every accident. Taken hours to get through things that could have been cleared much faster. I pushed the button and the gun fired. The only way not to bloody your digital hands is to not play. The Boss’ message transcends the fictional.
Two years later it was 2010 and I went to see Kick-Ass. I think Roger Ebert put it best when he said, referring to the high degree of violence that an 11-year-old in the movie inflicts and is subjected to,
Shall I have feelings, or should I pretend to be cool? Will I seem hopelessly square if I find “Kick-Ass” morally reprehensible and will I appear to have missed the point? Let’s say you’re a big fan of the original comic book, and you think the movie does it justice. You know what? You inhabit a world I am so very not interested in. A movie camera makes a record of whatever is placed in front of it, and in this case, it shows deadly carnage dished out by an 11-year-old girl, after which an adult man brutally hammers her to within an inch of her life. Blood everywhere. Now tell me all about the context.
When I left the theater that day I felt sick. It took me a while to realize why, but when I did, it blew my mind. Video games had sensitized me to violence.
You may notice some games that are missing from this list and are on every other list. Well, I didn’t play everything because I didn’t have the time or the money, so that accounts for some of the big misses like Pyschonauts or Resident Evil 4. Other games are deliberately omitted :cough: HALO :cough:
This list is also way long, but I didn’t want to limit myself to an arbitrary number like 10 or 20, so here it is:
Half-Life 2 (2004, 2006 – Episode 1, 2007 – Episode 2)
There are two divergent paths for shooters in the aughts. Halo and Half-Life. In the first corner you’ve got everything on the consoles since then: Regenerating health, aim assist, silly physics, and general jackassery. In the better corner you’ve got everything that’s come out of Half-Life and the Source engine: more realistic weaponry, realistic physics, and a much better legacy. Say what you will about the future of shooters and the PC market being antiquated, but this is a damn good shooter. I’d call it the best I’ve ever played. Valve has completely mastered the art of environmental storytelling and player manipulation. They can make you look where they want you to look and feel what they want you to feel all without ever wresting control from the player or relying on cutscenes. This game has brilliant pacing and amazing characters that you actually care about. Who’s ever heard of an NPC sidekick that you don’t hate? H-L 2 and its episodes are among the greatest gaming experiences I’ve ever had.
Rock Band 2 (2008)
Ok, so rhythm games are kind of saturated now, but Rock Band 2 is the pinnacle (only because The Beatles: Rock Band doesn’t let players bring their dlc in) of music gaming. It hits at just the right sweet spot, four players, and its filled with music from all kinds of genres. Better yet, the interface and note tracking isn’t sloppy like that other franchise and it’s a fantastic way to get people together for a fun time and even grow as a person. It’s probably the game I’ve played the most since 2008 and a ridiculously fun time.
Left 4 Dead (2008) and Left 4 Dead 2 (2009)
There are a lot of Valve games on this list. The Left 4 Dead series is on it because it has done cooperative, first-person multiplayer right in a way I’ve yet to see done better elsewhere. Everything about these games is top notch, tons of fun, and worth returning to time and time again. Beyond the mechanics, the games also feature great environmental storytelling and fantastic voice acting putting it at the top of my list for the best games of the past two years. Zombies may be getting old, but this series will always feel fresh.
Braid (2008)
Jonathan Blow didn’t revolutionize video gaming when he released Braid last summer. What he did do was bring indie games (and XBL games, in general) firmly into the spotlight for consideration. A self-funded and self-made game, Braid proved that one man (and one hired artist) could still create a top-notch, professional caliber game. Braid is deep and complex and tons of fun to play, especially when you’ve figured out a tricky puzzle.
Phoenix Wright: Ace Attorney (2005)
OBJECTION! This game should be higher on the list. Overruled, this list has no numerical ordering.
The Japanese sensation that brought visual novels and a resurgence in adventure games to America may have a niche audience and play real loose with the legal system of the real world, but it’s tons of fun. Just think quirky anime and you’ll get the idea of what playing this game is like. It just feels right to present a damning piece of evidence while Phoenix screams OBJECTION!
Shadow of the Colossus (2005)
I have yet to beat Shadow of the Colossus, but I absolutely love what I’ve played so far. Ueda is among the genius game designers in how well he understands presentation. The game world feels absolutely empty, as it should. All you come across, as the player, are the giant Colossi and man, they are wild. Each one is a dungeon/level to itself and the player is tasked with taking them down to save his love. But what have these giants done to you? Each one I take down makes me feel sad inside and a little empty. I usually find myself thinking What have I done? What did he ever do to me? The best art makes you think.
Final Fantasy XII (2006)
I had my choice of any Final Fantasy game between 9 and 12 for this spot, but I really couldn’t go with anything but the best. X was definitely a close second, but there are just so many things that XII did right in its evolution of the series that I couldn’t pick anything else. Maybe it’s because I’m in love with the world of Ivalice, but everything about this game just grabs me in a way I hadn’t been grabbed since VI. Maybe it was because I wasn’t being assaulted by too many belt buckles and leather by Nomura. It was probably because the story was mature, the characters way less annoying than before, and the battle system was finally revamped and moved into the 21st century. In any case, the best FF game of the decade.
Portal (2007)
Portal really does everything right. The game gets you acquainted with its mechanics quickly, gets you doing neat things with them right away, and then finishes up with a climactic and cool boss fight all comfortably within the span of 5-8 hours, if you’re slow. With mechanics and dialogue that are beyond brilliant, the only thing that could make this great game better would be to give it a hilarious end credit song penned by Jonathan Coulton. Oh wait, you’ve gone and done that already, haven’t you Valve? Bravo.
Burnout Paradise (2008)
Realistic racing games are kind of boring to me. Until Burnout Paradise, I would have said that I only enjoyed Mario Kart games, and those were starting to wear on me too. Then Criterion put out the first open-world racing game (that I can think of). Burnout Paradise would be tons of fun if all we had to do was run into walls and other cars. The fact that the game is so easy to get online and play (and purchasable as a digital download on the PSN) is brilliant and makes for tons of fun.
Mass Effect (2007)
Shepard. Wrex. It’s brilliant. It really is. Hard science fiction is always tons of fun to me, but when you go and flesh out this world to the nth degree, you’ve got me drooling already. Add in characters I genuinely cared about and enjoyed having in my party and a morality system that was finally free of cheap moral choices and I’d say that Bioware had a genuine hit on their hands. I anxiously await the sequel in January.
Eternal Darkness (2002)
I’m really not a big scary games guy. It’s simple: I’m too jumpy and I’ve got an overactive imagination. Those things don’t combine to make a pleasant gaming experience. Now you want me to play a game that’s actively trying to mess with my head to freak me the hell out? I’d normally say “No thanks,” but I was eventually convinced to try this Lovecraftian horror game and I found myself loving it. The plot is interesting and the characters are neat, but the insanity effects are what stick with me to this day. I can still see that image of Alex lying dead in a bathtub filled with her own blood when I think about it and it still gives me the chills.
New Super Mario Bros. Wii (2009)
You know what? I really loved the old-school Mario games. Those 3D ones are way too easy. This game does it right. What makes it even more awesome is that you can play it with four dudes, making it both infinitely harder and easier while also making it more fun and frustrating. Use the multiplayer mode at your own risk, it may start fights.
Rhythm Heaven (2009)
Scratch-O, HA! The Rhythm Heaven (Paradise in Europe) series is loosely based on the bizarre Wario world, which is totally obvious after three minutes of play, which is great, because that series is brilliant (if stale by now) too. This game features simple rhythm mini-games, but man are they fun AND catchy. As I write this I’ve got the Moai statue song stuck in my head. Go play this.
Metal Gear Solid 3: Snake Eater (2004, Subsistence – 2006)
I love this game. MGS 2 may be the biggest practical joke (and most significant of the four), but this is undoubtedly the best. The epic cycle of the Metal Gear universe is made clear in this game that does its best to subvert war in every way possible. I do truly find it significant that in a Cold War game focused on stealth action, you can make it through from start to finish without killing one person. Well, almost. Metal Gear Solid 3 is almost heartbreaking when you play it non-violently and the ending still has a strong effect on me to this day. Definitely Kojima’s finest work.
World of Warcraft (2004)
I would give anything to get the time I spent playing this game back, but I definitely can’t deny how truly great it is. We’re talking about a bona fide phenomenon here. The absolute refinement of social engineering to such a degree that escape is nearly futile. Blizzard has truly outdone itself with this one.
Team Fortress 2 (2007)
What a surprise, more Valve. The Orange Box was a groundbreaking offering in value and Team Fortress 2 continues to be a huge part of that. I bought this game at launch back in 2007. Since then they have added achievements for nearly every class, new weapons for nearly every class, new game types and maps, hats, and an item crafting system. I’ve never seen so much free support for a game in my life. It’s no reason that Valve is my favorite developer of all time. They really know how to treat their customers and put out a great game.
The Sims 2 (2004)
Yes, I did create Sims of my friends and family. You’d better believe I killed some of them, turned one into a vampire, another into a werewolf, one into a zombie, and bargained with death to revive another. The Sims certainly don’t feel as relevant as they did at the start of this decade, but man were they a success and tons of fun. Sure, I should feel a little guilty that I spent so much time in what amounts to a digital dollhouse, but I really don’t. It was fun.
Super Smash Bros. Brawl (2008)
If you don’t think that this is the best in the series, you’re wrong and you’re clinging to the past. Tons of characters, great level design, fantastic music, and all the right refinements to the battle system are what makes this great. The fact that I can listen to Snake Eater or the Love Theme from Mother 3 is just icing on the cake.
The Legend of Zelda: The Wind Waker (2003)
Folks, from here on out, the SITB (that’s Super Ichiban Travel Blog for the uninitiated) will be shifted to a Tuesday/Thursday(/maybe Saturday) schedule (there are really only nine or so posts left, including this one) so that the blog can return to its regularly scheduled programming on MWF. The MLB playoffs have started and here I am still talking about my time in Japan. I need to be covering this! You’ll recall that I wrote daily posts about the playoffs last year. Neither the Marlins nor the Rays made it this year, but that won’t necessarily keep me from adding in extra coverage as I see fit.
You ever find yourself thinking, "If only I had my own city..."?
Fukuoka seems like a neat city with tons to do, but we were on a schedule and the place is just too remote for us to make a hub, so off to Kyoto we went.
Cue travel montage.
We rode past Mazda Stadium (Home of the Carp) on our way to Kyoto.
It’s a short montage. I only took two pictures and they were both of Mazda Stadium, so I’ll spare you the other one.
I lied.
There really was no need for that, it’s clearly an inferior picture, but, oh well, it’s done and I can’t take it back.
I'll put the better one back up again.
Ok, the travel montage is actually over now. We arrived in Kyoto, but this time we were staying in a different hotel from before. For some reason, Kyoto has two hotels named APA Kyoto whose only difference is an address. We were at the one located further from the rail station, behind some side streets, and across a path in which several of the folks in our tour were almost killed by bicyclists. The only cool part was that I had to pass a Bic Camera on my way to the train station and you bet that I was going to go in and look for good import games for my region-free systems.
A Bic Camera employee demoing Wii Sports outside the store.
Having skipped breakfast that day, I was looking for a quick pick-me-up once we returned to the station that would tide me over until I got to the ballpark for lunch. At a shop on the platform (almost every major platform has food kiosks that carry snacks and newspapers), I noticed a box of something I saw in Metal Gear Solid 3: CalorieMate.
Exhibit A.
I honestly had no idea what exactly CalorieMate was, I just knew that it restored Snake’s health meter all the way when consumed, so it couldn’t be all that bad for you, could it? When I researched it a little later on, I found out that the stuff is produced by a pharmaceutical company and that it’s meant to be an energy bar type food. The one I got was a biscuit-type that tasted of lemon, so I was totally ok with it. My favorite part about it was the disclaimer on the box that said something like “Caution: To ensure freshness, please eat your CalorieMate as soon as possible after opening the package.” As I crunched on the bar, I imagined all the strange chemical reactions going on in my body that might be going on or what would happen if you left it out in the open (EXPLOSION!), but in general it wasn’t that bad and I even had one again on the tour.
Not Pictured: Hours later ambulances rushed to the scene to save Dan after his stomach exploded. When asked what could have happened, his travel companions said "He exposed the CalorieMate to five minutes worth of oxygen, what did he think would happen?"
Once we got to Nagoya we had to make our way to the Nagoya Dome, so it was time to board local public transportation. Like any other major city in Japan, Nagoya has a subway system that can be used to easily get around. Its subway also housed the first sign of the fabled “Women-Only” cars I’d heard about before, but had yet to see.
The first time I tried to take this picture, Alex's umbrella was out of focus and in the frame looking like a rather sinister black, phallic object. I think this is the better choice.
If you’ve never heard of female-only cars, they’re a result of sexual assault (read: groping) becoming far too common on the ridiculously crowded trains of Japan. Since some of the ones committing assault (read: assholes and perverts) could plausibly claim that it was the crowdedness and bumpiness of the ride, not their evil actions, Japan fought back with women-only trains.
We were all set to make our way to the nearest metro stop and get off right by the stadium, when a conductor popped out and told us this train had reached the end of its line. In retrospect, I’m sure that we could have waited for the next train, but instead we got off and started the long walk to the dome. It wasn’t all that bad, we got a chance to see a little more of Nagoya on the way to the ballpark, but it was a gloomy, semi-rainy day, which put quite a damper on the fun of sightseeing.
Remember all those slime toys and Snoopy toys I mentioned at the Square Enix store? Now you know who buys them: this random van owner in Nagoya.
After some walking and following of kids in Dragons gear, we eventually reached the Nagoya Dome, home of the Chunichi Dragons.
Home of the Chunichi Dragons! I wonder why that older Japanese guy is dressed like a bellhop/limo driver and standing outside the stadium.
Most of you don’t know this, but, coming into Japan, my favorite NPB team was the Chunichi Dragons. This started back when all they hype about Kosuke Fukudome awakened in me an interest in Japanese baseball. When I investigated his home team, I found a squad that played by National League rules (a plus), wore a nice, blue color (always a plus for me…I can’t resist a girl in Cubbie or Dodger blue), and had a Dragon as a mascot. How could you go wrong with that? Of course, actually being in Japan taught me that the Carp were just waiting for me to show up and adopt them for my own, but the Dragons are easily my second favorite team now. (the Nippon-Ham Fighters claimed third).
The mascots of the Chunichi Dragons! There's the pink dragon, the blue dragon, and...the koala?
The stadium facade was pretty neat in places, allowing you to see the people inside eating and also offering neat, artistic takes on the Dragon theme.
A big, blue, Japanese-style dragon. If you look in the left corner you'll spot...
...mini Chunichi-style dragons atop the building near the old-style dragon.
When I got into the field, I noticed something that seemed to be a bit dangerous. The Nagoya Dome doesn’t feature a real warning track. Instead, they’ve got a line that you’d better hope you see on the field, because there is no texture change.
The left half of the Nagoya Dome. Note that there is no real warning track
The opponent for the night, the (aren’t you tired of them by now too?) Tokyo Yakult Swallows. Based on what I said above, who did you think I was rooting for?
Nothing like a nice afternoon game. Too bad it was both rainy and in a dome.
Early on during the game I went out in search of food and found a neat takoyaki set that also included fries, chicken sticks, and a drink. I don’t totally remember, but I think 9/10 of the purchase stemmed from the fact that they put the fries over the drink so it looks like you’re drinking fries.
French Fry soda. Yum.
The best part of the Nagoya Dome (aside from the close, 4-2 game that was full of excitement), were the people I interacted with. On my trek around the stadium for my usual jersey acquisition, I steeled myself for the usual attempts at broken Japanese and pantomime to try and get a feel for the available sizes. As I struggled with my Japanese, the clerk all of a sudden burst out with perfect English. It was a shock to hear such great English from an unexpected source. We quickly resolved the size issue and I left with one of my favorite jerseys of the trip in hand.
My second encounter was more of a group thing. Ken, one of the guys on the group, can speak rudimentary Japanese, so he tries to talk to as many people around us in a stadium as possible. Noticing a rather large crowd of rowdy, excited people behind us, he started talking to them. It turned out that they were all bankers out for some post-shift socializing. It was from this group that the line in my title was gleamed from. One of the guys, enjoying conversation with us was telling us about the group. He indicated where the boss was and that they were bankers before going and saying “That’s my wife. You no touch,” to Ken. It was wildly hilarious, but also probably pretty serious underneath the levity of the situation. BONUS: I later looked up at the Boss and noticed that he was at the top of the group and he had a woman in each arm. Maybe sexual harassment ends with the workday here in Japan?
Our favorite group of bankers. Stripes, the aforementioned wife, is the one posing in the photo with her thundersticks.
The last of the great experiences came from a young, maybe six or seven-year-old girl. Every time a Dragon run was scored or a Swallow struck out, she would run down to us gaijin and high five as much of us as she could. It was absolutely adorable.
Not adorable at all. Kind of creepy, really.
As we were leaving the ballpark (GO DRAGONS! 4-2 ), I kept on the lookout for Kosuke Fukudome jerseys. His fame would surely keep fans wearing his clothing. In fact, I wore a Cubs shirt with his name written in Japanese specifically for the purpose of interacting with fellow Fukudome fans. My vigilance was rewarded when we found a small boy wearing a shirt and I snapped a quick shot. The young boy and his mother were both impressed by my shirt and wished us a happy trip.
Sorry about the blurry shot, the lighting was terrible.
The trip back was uneventful (aside from Ken nearly killing an old woman he ran headfirst into) and I made it back to the hotel without incident after a lengthy Shinkansen ride back. Some of the group had peeled off to find an ex-pat sports bar, but I wasn’t interested in hanging out with Americans and eating American food, plus I wasn’t feeling too well (bad takoyaki batch). Awaiting this fatigued traveler was a nifty little treat from the hotel staff. A little something to say “Welcome Home.”
It was a nice gesture. Too bad the room was even smaller than the last one.
When we last left Dan and Pankraz, they had just showed up in Coburg to be bodyguards for Prince Henry. It seems there’s some strife within the castle, as the king has two heirs and the queen clearly favors one son over the other. It’s some serious Jacob and Esau-type stuff and an example of a family gone horribly wrong. The princes are either apathetic (Wilbur) or total jerkfaces (Harry), but it doesn’t really matter anyway, we’ve gotta guard Harry after all.
While “playing” with Harry (he just acts like a jerk and tricks Dan), Harry gets kidnapped from his secret passageway, forcing Dan and Pankraz to chase after him in a panic. Well, to be fair, Pankraz tells Dan to stay put and goes searching for Harry, but at this point Dan isn’t about to just sit idly on the wayside. He’s got Leo in his party, after all, and he can fight too.
Chasing after Harry leads Dan to some ruins that he successfully navigates as he meets back up with his dear old dad. Pankraz joins the party as you tear on through the dungeon. You encounter Harry, Pankraz goes off to clear the way, but Dan and Harry are intercepted on their way out by the Bishop Ladja, Slon the Rook, and Kon the Knight. This is yet another moment where the game uses its mechanics to express a feeling of helplessness, because Bishop Ladja is one tough son of a gun! You can only watch as the Bishop absolutely destroys Harry, Leo, and Dan’s HP and the battle inevitably ends with your destruction. That’s when the great Pankraz shows up to save the day. Except that Ladja has the kids held hostage. He will kill us if Pankraz tries to interfere. In a strange twist of honor, Ladja promises not to harm the children if Pankraz surrenders. His love for Dan is too great, so he surrenders and we’re treated to more video game storytelling.
There are a few major video game deaths that are hailed as heartbreaking or emotionally affecting. The murder of Aeris, the endings of Ico and Shadow of the Colossus, and the ending of Metal Gear Solid 3 (I was inches away from crying, it’s ridiculous) all come to mind. I think that if Dragon Quest V had come out on the SNES stateside we would have the death of Pankraz to add to that list. The helplessness of the Ladja battle was enough for one days worth of intensity, but now Horii does it again, and with the benefit of the battle screen, not as an in-game cutscene, as a Ladja orders Slon and Kon to kill Pankraz. This doesn’t end quickly, Pankraz is very strong, as you might remember. This means that you, the player, have to watch Slon and Kon slowly whittle away Pankraz’s health as he stoically takes it all. Each turn has a little something to say about Pankraz’s pain or his suffering. It’s agonizing because you can see how ridiculously easy it would be for Pankraz to just start fighting back. Eventually the Great Pankraz falls. His last words: Dan’s mother is still alive. He’s been searching for her all this time. Ladja sends a fireball at Pankraz, incinerating him and leaving charred ground where he once stood. He then turns his attention back upon the player. He’s got other plans for you.
To be continued…
When we last left off, young Dan had arrived on land in Littlehaven after dreaming that his father was a king. Exciting! Except Pankraz seems to just be a wanderer, but a well-respected guy. Almost everyone Dan can talk to seems to think that Pankraz is the finest specimen of a man they’ve ever met and that he’s bound to grow up to be as great as his old man. As Dan continued to wander around, he eventually found his way outside of the city and onto the world map. Here he got into his first random encounter with monsters! Before Dan even has a chance to get worried, Pankraz shows up to save the day and WRECK SOME MONSTERS. Holy cow, Pankraz is a tough guy. Nothing seems to faze him and he mows through monsters with ease. If Dan starts to dip in HP, Pankraz will heal him up. He takes control and walks Dan back over to his hometown, Whealbrook.
Anyone who has played an RPG before knows that he will eventually be as much of a bad ass as Pankraz currently is. They understand that all it takes is some serious grinding and eventually they will be plenty strong. It might not be so clear to them that Yuji Horii is taking this obvious gameplay mechanic and using it to convey a specific artistic point. You see, the difficulty with art in video gaming is that developers seem to forget what tools they have available in their repertoire. There’s not just storytelling or music or art; there’s also mehanics. Kojima is a developer who gets this. All you need to do is see how he toys with the gamer with his post-modern conventions to convey his point. Just think about the ending to Metal Gear Solid 3. The player, as Snake, had to physically choose to kill The Boss. It wasn’t a cutscene. You had to pull the trigger on your mentor so that, assuming you were fully invested in the game, you too would feel the anguish and weight of the decision to kill her to progress the plot. It’s stuff like this that truly brings games to artistic levels. What Yuji Horii is doing with these Pankraz-assisted battles is showing the player what his potential is based on the experience system. You fight alongside your father, whom everyone says you resemble and comments that you might grow up to be like, and see that, heck, with a little bit of experience I might grow up to be just like my dad. It’s really clever when you stop to think about it.
Also clever: Since you are a young lad, your world is colored by this fact. Walk Dan up to a sign and press the action button and he gets a message that reads something like “Dan tries to read the sign, but he can’t read.” Brilliant.
I’m not going to go over every event in DQV, just things that stand out to me or major plot points. In Whealbrook Dan meets a girl named Bianca and does some questing with her in two different cities and gets a Golden orb. Importance can be derived from this meeting, so I mention it. Bianca will probably reappear later as will the sabrecat I affectionately named Leo, just based on how the game treated those two things.
In our next part, Dan and Pankraz arrive in Coburg for some bodyguard duty.
Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.
(SPOILER NOTE: Tim’s review, my review, and some of this post have MGS spoilers. Read at your own risk)
I’ve taken a few excerpts from Tim Rogers’ brilliant review of Metal Gear Solid 4 and I’m going to talk about them a bit. He totally threw us for a loop, revealing the game that is NOT ABDN’s best game of all-time, but revealing a game he firmly believes not to be. Let’s get started:
“If it’s a fact that Metal Gear Solid 4 sucks on purpose, we can hardly blame Kojima for that, either. Given his previously well-documented disinterest in the series, its having been promoted as his “opus” must have turned his stomach. It’s clear that Kojima’s priority was the game’s plot, and making sure it “satisfied” fans: like the world’s fattest kid circa 1989 winning a Toys R Us shopping spree, Kojima struts zombie-like into the warehouse of his past work and proceeds to remove absolutely everything from the shelf, dropping one item at a time into his bottomless shopping cart. He eventually gets up to the cash register, leaves the cart unattended, pulls his smokes out of his jacket, and steps outside.”
In this point I can’t help but hope that Kojima was in fact making a disappointing game on purpose. Sure, MGS4 wasn’t terrible, but after all the hype, after Metal Gear fucking Solid 3, I found myself thinking “Really? After that, this is what you bring to the table?” MGS3 was so good that I suppose surpassing it was either impossible for Kojima or, as Rogers says, not even the point of what he was doing. He made MGS4 because he had to. He made MGS4 basically a checklist for unanswered plot points because he ultimately wanted to be DONE. May Hideo Kojima never have to have as much control over or make another MGS game. The man, despite what Rogers thinks, is brilliant. I like to think it’s just a question of him finding a project that truly interests him again.
“By act three, the game has abandoned its neat little idea in favor of a far neater one: we are now following a guy through a European city. Snake is wearing a trenchcoat, looking like Gillian Seed from Snatcher (the fans swoon), and it’s quaintly foggy. Ironically, this proved to be our Absolute Favorite Part of the Game. Since age nine, we have wanted to wander a European metropolis after curfew, letting a shady man obliviously lead us to his shady headquarters. This is the reason we studied Russian and Chinese in elementary school while everyone else was busy pretending they knew something about sex. We carried this dream in the palm of our hand until college, when it dawned upon us that we could Actually Die from doing Stuff Like This, so we started writing about videogames in the first-person plural instead. Metal Gear Solid 4 manages to get the mood and the pace of Euro-man-stalking just right. Our target is “Side A”, and the enemy troops enforcing the curfew are “Side B”. We are “Side C”. The level design in this part of the game is ferociously cute: both we and Side A are in violation of Side B’s rules; while avoiding Side A’s detection, we have to ensure that Side A avoids Side C’s detection. This ends up pretty fascinating, whether you have watched the opening cut scene or not. Eventually, you get to the goal, and suddenly you’re riding shotgun on a motorcycle in yet another ropey on-rails shooting sequence. It’s like waking up from a dream about the Bahamas to find out you’re actually in Bermuda. Instead of intimately sharing military secrets with a woman you picked up at a poker table, you’ve got your mother asking you to shoot a helicopter down.”
I feel the need to interject that, despite Europe being compelling to Rogers and the ABDN crew, it’s rather dull compared to the actual MGS gameplay that I wanted. The gameplay of MGS3 was not about following a dude, although it’s also not too far. The dynamic of hiding from two forces is decently interesting, but its perhaps marred by the game itself. You CAN just take off the trench coat and continue running around in your octo-camo. You can just stun all the guards instead of sneaking around. Hell, you can just kill all the guards, so long as your mark doesn’t see it happen. The gameplay isn’t quite as compelling as the other sections, to me, even if the locale IS. Wandering throughout a European city in actual MGS fashion would be quite fun and worth exploring in the inevitable, but hopefully not Kojima-directed, MGS5.
“We will disclaim, right here, that we have, for the past decade of jacked-into-the-netness, chuckled and rolled our eyes whenever anyone complained about the length of the cut-scenes in a Metal Gear Solid game. Some people said they just wanted to enjoy the “gameplay” (like that’s a real word); some people said they just wanted to enjoy the “atmosphere”. It puzzled us, to the point of rubbing our bellies in amusement, that someone would dare to want to play Metal Gear Solid with absolutely no invested interest in the characters. It’s not that the story and the characters are necessarily great literature so much as they’re insperable from the game’s progression and atmosphere. If you only like the game mechanics, you’d be better off playing Pac-Man — it’s basically the same thing. Conversely, if you only like the story, you’d be better off reading a book. (Crucial: notice how we recommended Pac-Man for players who only like Metal Gear Solid as a game, whereas we recommended any book in existence for those who enjoy it as a story.) If nothing else, the original Metal Gear Solid had a dignified flow to it: the characters were all rough sketches, all vaguely likable. Conceptual Bullshit was kept to a minimum, and by minimum, we mean “Maximum, in Hindsight”. There was a fucking “boss” who you didn’t fight, who you instead met and talked to, and he died six hours before you even knew he was a boss. The game shows you this level of virtuosity for a while without once flexing its muscles in the mirror; at a certain point, it starts delivering soliloquies about love blooming on the battlefield; by this time, we are so into it that we can’t give up now. The game has worked its spell on us.”
Rogers brings up a vital point about the REASON people play a Metal Gear Solid game. It makes sense that a blockbuster like the MGS series is not only attract people who firmly agree with the gameplay environment, but I too marvel at the people who complain about cutscene length, but claim to be fans. The game IS about long cutscenes. The game certainly has a specific aesthetic created by its controls and actually interactive portions (ie: the parts where there aren’t cutscenes), but without the context, I would think it’s quite boring. Then again, I’d say I’m a person who is mostly motivated by story. I’ve played abysmal games just to see their endings in the past and I continue to play mediocre and great games, like MGS4, just to see what happens at the end. It’s absolutely true that divorcing MGS from its cinematics is divorcing the entire reason for playing from the game. It just makes no sense otherwise.
“Hindsight will tell us that, in concept and execution and everything in between, Metal Gear Solid is better than Metal Gear Solid 4, though this hardly matters. What matters is that we have grown up, and Metal Gear Solid has grown down.”
This is absolutely true. I would have to take a second to very firmly point out that MGS4 is, by no means, a bad game, it does suffer from something no other Metal Gear game does: sequelitis. It tries too hard to be what is iconic Metal Gear for its fans as a conclusion to such a degree that it is less Metal Gear for doing so. Think of the Solid games starting with MGS. Sure, that wasn’t much more than a rehash of the elements of MG2 (in fact, elements of the MG games continually repeat, but that’s actually a major theme of the game (how brilliant is Kojima to make “laziness” translate into “artistic purpose”?)), but getting serious, it’s plain that MGS2 is radically different from MGS. You have a totally new protagonist running around through an environment that is fundamentally different from Shadow Moses. The game felt different enough to warrant significant fan backlash causing low sales of the third, also fundamentally different Metal Gear Solid 3, where you, the player, are now in the past, the tech is old and different, changing the game from Pac-Man to something slightly different. Snake is not the same Snake (although he arguably/genetically) is, you now have a camouflage system, you have to eat to maintain stamina, and you have to treat your injuries.
Meanwhile, here comes MGS4. There are some slight gameplay tweaks here and there with octo-camo and the Drebin weapon system, but you’re not doing anything fundamentally different from the past games. You even have a stage where you revisit an old locale. MGS4 suffers because it is too much like the MGS games of the past. Kojima should have continued to grow as he did with MGS3 instead of regressing to the asinine and stupid with monkeys in diapers and god-awful stupid cutscenes. See Rogers’ treatment of the fried egg dilemma in the same review for more on that.
“…the (seemingly) hour-long sequence in which Ninja Raiden Riverdance-Duels a gay vampire in order to buy Snake, Otacon, and their pet robot enough time to escape from the hell of South America via helicopter is a chief offender: look at those moves! The moment we, as a “player”, behold a scene in a “videogame” and think “Man, someone should make a videogame out of that”, the ghost is essentially given up.”
Also (mostly) a first for MGS4 is the sequence where we cannot control Snake’s (or Raiden’s) bad-assery. The only notably awesome action sequences outside of MGS4 I can think of that we did not, in fact, get to control happen in Twin Snakes (this was widely hated) and in MGS3 in one scene. There is ONE scene in MGS3 where Snake beats up on the Ocelots with CQC. Every other time Snake tries to be fancy with CQC in a cutscene, The Boss, Volgin, whomever, seriously kicks his ass and makes him look like a moron. EVERY OTHER TIME. The player should not ever wish to control a cutscene in a game. Games are created to allow us to control the cutscenes. This is the failure of Quick Time Events too, in my opinion. Too much abstraction involved with making the protagonist look amazing.
“Eventually, the game turned us off to the concept of entertainment in general. Eventually, the game makes us start drinking.”
While MGS4 was, by and large, a disappointment to me as I became a victim to hype and high expectations resulting from playing MGS3, it is not this bad. It’s got its rough edges and, as Rogers loves to state in his review, the cutscenes are a train wreck of awkward acting and dialogue that would make almost anyone embarrassed to be seen playing the game (I’m looking at you Johnny…while I’m at it, you too stupid monkey in diapers), but I still stand by my review stating that you should play it. I’m pretty sure that my review was full of disappointment over finishing a great series off with less of a bang, but more than a whimper, it’s definitely worth a play.
(Just when you thought they were over, welcome to another MGS-full post)
It’s time for the moment many of you have been waiting for: my review of Hideo Kojima’s epic masterpiece: Metal Gear Solid 4: Guns of the Patriots.
SPOILER ALERT: This review may contain story spoilers. Read at your own risk!
Operating mostly on the basis of a promised beautiful, cinematic, amazing future of games, the PS3 launched back in November of 2006 with many of its purchasers anxiously awaiting the arrival of one specific game: Metal Gear Solid 4. Arriving quite some time later, is this the game to finally make the PS3 a worthwhile purchase? Let’s have a look.
The Story
One of the main questions on everyone’s mind when MGS4’s launch neared was whether or not the game would be able to wrap up the multitude of sometimes downright ridiculous plot points laid out by the six or so canonical games that have come out over the last twenty years. I’ll tell you outright that they definitely did manage to get it all figured out in a mostly satisfying way and with a pretty great premise that relates rather well to the previous games in the series. Unfortunately we lack some of the major themes of the typical MGS game, which is quite unfortunate, since the game is now more about Snake getting revenge and, to borrow a marketing blurb from Halo, finishing the fight.
The premise behind this new game is as complex as any other Metal Gear game. “War has changed,” as Snake tells us right from the get-go. The world economy revolves around war instead of oil with major private military corporations handling military operations in lieu of the more typical government-handled warfare of the 20th and 21st centuries. Snake’s major antagonist, Liquid Ocelot, happens to control the five major PMCs and is about to stage a revolt. Colonel Campbell will have none of that, so he’s sending in Snake to put an end to Liquid once and for all.
If you’ve ever seen a clip or footage of old Metal Gear Solid games, you’re no doubt wondering why Snake looks so old in this game. Simple answer, Snake, being a clone of the great Big Boss, is actually suffering from rapid cellular degeneration as a direct result of his cloned nature. So begins the tale of the living legend as he pursues Liquid across the globe. I’ll leave the synopsis at that, since the rest is best experienced in person.
Gameplay
The Metal Gear Solid series has always suffered from rather obscure control decisions, resulting in a finger-twisting control scheme that was definitely frustrating. For the last game of Snake’s career, Kojima teamed up with Ryan Payton to try and “Westernize” the controls of MGS to streamline the obscure decisions that have been a hallmark of the past ten years of Metal Gear. By making these controls work better in the post-discovery, action-oriented parts of MGS4, Kojima also inadvertently made it much easier to NOT play MGS as “Tactical Stealth Espionage” game. Really, what is Metal Gear without the stealth? The game was punishing when you messed up because you weren’t supposed to get caught. Your gameplay should be much more deliberate, slow and controlled than a straight-up action game because this is NOT an action game. That disappointment aside, the reworked controls do make the experience that much smoother and help to bring modern game design to the classic series.
Extra Spoiler Alert
Also new to the mix is the way that the levels are laid out. The first zone, the Middle East, has you more or less in the middle of a battle between the PMCs and militia insurgents. While these two factions are battling it out, you can choose to sneak, stealthily, around the fighting, help the militia take out the PMCs, gaining their trust and making them allies on the battlefield, or kill/stun both PMC and militia alike, making enemies of both. This first section on the game also hapens to be one of the best done sections, with the interesting dynamic of warring factions, tension resulting from battlefield sneaking, and a overall cool locale.
Act two takes place in South America, in a throwback type situation to MGS3. It doesn’t quite take place in the jungle, but its got a similar aesthetic to it and is the second most fun zone in the game. There is one area of complaint, the part where you have to “track” Naomi’s footprints to get to where she’s being kept in S. America. it’s just not as fun as the game thinks it is to look for footprints. This section also features some of the militia/PMC fighting of the desert.
The third act is the weakest of the bunch, taking place in Europe, you mainly follow a member of the resistance in an attempt to locate the headquarters of said resistance and “Big Mama.” It’s just plain not as fn as other parts of the game, even if it forces a bit more the stealth aspect of MGS that I love so much.
Act IV has the third best section of the game, as you return to Shadow Moses Island hunting Liquid Ocelot. The act starts with a dream sequence that pops you back to the PSX Metal Gear Solid making you play the approach into the Shadow Moses Island base. after that bit of nostalgia, you bust into the base itself, hearing bits of nostalgic moments that took place int he island as you pass through familiar locations. The enemies in this section are far less interesting, as they are mostly robotic. and not as fun to sneak by. This act does also contain a very sweet section where you pilot the Metal Gear REX, the model you fought in Metal Gear Solid and a Metal Gear on Metal Gear battle as you spar with the Metal Gear RAY model from Metal Gear Solid 2.
The final act brings you face to face with the Outer Heaven, Liquid’s main battleship and the location he intends to launch his revolution from. The shortest section in the game, it does feature a great boss battle against a foe similar to Psycho Mantis as well as one of the best cinematic and nostalgic gameplay sections as the final boss battle.
No real review can get away without mentioning Metal Gear Solid Online. This game, I feel, suffers from the fact that stealth is not rewarded as it is in the main game. Why would you want to play MGO like any other third-person shooter? I mainly have my fun by refusing to kill any other players, but when I do manage to stun another player, one of my teammates inevitably comes around and shoots him in the head on the floor. Can’t win ’em all, I guess.
Graphics
Meet the best looking PS3 game currently on the market. Every ounce of processing power available to Konami and Kojima Productions was expertly utilized to create a beautiful experience that will wow most any naysayer of the PS3’s graphical capabilities. The desert makes you thirsty, jungle makes you sweaty from humidity, Europe feels cool, Shadow Moses Island is appropriately haunted-seeming, and Outer Heaven’s cinematic beauty makes for a great end to a fine game.
Sound
What can I say? The guns sound good, voice acting is as superb as ever (boo to losing the British and Chinese accents of Naomni and Mei Ling, respectively), and the score by Harry Gregson-Williams and company evokes the properly patriotic and legendary aesthetic of Metal Gear.
Final Verdict
Metal Gear Solid 4 is an amazing game, but I found myself just a wee bit disappointed with the epic. While the game does everything really well, I just found the story and, specifically, the acting of some of the characters (Naomi and Sunny) to be rather irritating. Compared to the sublime perfection of Metal Gear Solid 3, this game just needed a little more editing and a little less of the Japanese overacted melodrama. That being said, MGS4 is still one of the best PS3 games out there, gameplay-wise and should not be missed. A definite must-play.
Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.
Went and saw “Play! A Video Game Symphony” at the end of the last week and I have to say it was pretty cool. Some of the music didn’t do much for me :cough: Super Shinobi :cough:, but a lot of the stuff, even games I didn’t care about, was pretty awesome.
There was one disappointment with the end of the Metal Gear Solid piece. I’ve seen these other symphony programs do better and not leave out the last, heroic guitar part at the end. Granted, it’s only about ten seconds of music, but it’s an awesome ten seconds. Check out the legit MGS version that I was hoping for:
To be fair, I’ve been both thinking about it and listening to some versions of the MGS theme and I think that the Play! guys did the original MGS theme while this video is kind of for the MGS3 theme. Also, don’t get me wrong, it was still awesome.
Due to some poor life decisions, I find myself stranded for five weeks without any video games. What’s a guy to do, right? Well, rather than just giving you some of the headlines from the week’s video game news in lieu of what I was planning to be gameplay impressions, reviews, and the like, I’ve instead started a five week “All-Stars” feature. Each week we’re going to look at a video game era and spotlight my top three games from that era. Each of these games will also receive a place setting at the prestigious “Table of Honor” feature that I’m working on. Here’s the weekly plan:
Week 1: 8-bit Console Era Week 2: 16-bit Console Era Week 3: Post-16-bit Console Era, Pre-Current Generation Week 4: Pre-Current Generation PC Games Week 5: Current Generation
Yeah, the categories are broad, particularly weeks three and four, but it’s how I want to do them, so get off my back!
The 16-bit era may have refined the gameplay of each generation prior to it, true modern game design didn’t officially begin until the release of the post-16-bit consoles with their 3-D capable processors. We’ll just pretend that Star Fox didn’t exist on the SNES for the sake of this point, but even if we do allow it, the 3-D effects in Star Fox, or on any system prior to the SNES, were primitive at best. The first real 3-D game with any influence on modern 3-D games was the launch title of the Nintendo 64, Super Mario 64. Everything from camera control to hub world design has been more or less ripped from this first, pioneering game to just about any other 3-D platformer and the conventions set forth by SM64 were even adopted by genres as distinctly different as RPGs.
Also debuting with the Nintendo 64 was analog control on the home console. Mario was able to walk or run dynamically based on how much pressure was applied to the control stick, and other companies took notice. Within a year or so, the Sony Playstation had its own dual analog stick control (two makes it better!), which initially seemed like a rip off, but was brilliant in conception as the second control stick allowed for the natural progression of the camera buttons into the camera stick. Dual analog controls led to the current incarnations of the console first-person shooter and the genre’s best attempt at mimicking the pinpoint precision of mouse and keyboard FPS control. Voice acting became prominent as developers moved away from cartridge media (some more begrudgingly than others :cough: Nintendo :cough:) onto the more spacious disc-based CDs and DVDs. In fact, games and gaming matured into the more cinematic experience we now enjoy based on the power increases this generation.
Surprisingly enough, the company that had been synonymous with the video game, Nintendo, faded into virtual obscurity with the Playstation replacing it as the industry leader. Late in this time period, we saw also saw the launch of the Microsoft Xbox and as we laughed at the bulky design, gigantic controllers, and relative lack of games available, save Halo (which I will go on record as saying I don’t really care for), Microsoft cooly and stealthy maneuvered into first place in terms of HD systems with its next console launch.
We’re getting ahead of ourselves with that last point, so let’s get back to the list. Our third place game takes place a long time ago in a galaxy far, far away…you meatbag. A blast from the past in taking place a whole 4,000 years before A New Hope, it’s Star Wars: Knights of the Old Republic.
#3 Star Wars: Knights of the Old Republic
Lucasarts knows one thing is constant about its fanbase: they will consume just about any piece of Star Wars-related media that they throw out there and that attention to detail is commonly expressed through the many mediocre video games that the company puts out. While the series has actually enjoyed a number of stellar titles, the prequel video game blitz had been taking its toll on consumers as the property was overexposed and not with a bevy of AAA titles.
Enter BioWare, a company you wouldn’t typically associate with the sci-fi genre (back then). They were best know, at this point, for Neverwinter Nights, a D&D-based dungeon crawling RPG, and Baldur’s Gate, another D&D based fantasy RPG. These are very highly regarded titles to this date, as old as they are, but I know many of us couldn’t help but wonder about how Knights of the Old Republic would turn out.
Not being a company to stray from what they do well, KotOR’s battle system is essentially a turn-based RPG based on, what do you know?, the third edition of Dungeons & Dragons. The interesting part about the engine is that it defaults to a game that is very much not turn-based. You can input commands for the character to carry out in their next “turn”, but the turns were relatively seamlessly hidden from the player, making it appear that the non-queued actions were being carried out on the fly. Couple this interesting and actually well-orchestrated battle mechanic with the ability to wield a one-handed or two-handed lightsaber or dual-wield one-handed lightsabers, throw in a couple of force powers, including that evil lightning thing that the Emperor does, and you had fanboys frothing at the mouth to get their hands on this game.
Which brings us to the story, which was, rather unlike the Lucas-penned prequels, nothing short of amazing. As mentioned before, our story begins 4,000 before A New Hope and two mega-powerful Sith Lords, Darth Revan and Darth Malak, were wreaking havoc on the Republic, as Sith Lords are wont to do. The Republic is able to decommission Revan, thanks to the powerful Jedi Knight Bastila Shan, but Malak was still out there terrorizing systems with vast resources at his disposal of a mysterious source.
So what does this have to do with you, the Player Character? First, you have to decide on a couple of things: your name, gender, appearance, you know, the basics, then you’re plopped right onto a Republic ship of some sort that Malak is assaulting to get his hands on Bastila. You meet up with Carh Onasi, Bastila escapes on to the surface somewhere, and you and Carth head down to the planet yourselves to look for her, starting your adventure. The greatest part about this narrative though is that you can partially control its direction. Many of the quests and sidequests have multiple solutions based on decisions that will affect your alignment. What’s this alignment deal? It’s the core of the Star Wars existence, Light Side and Dark Side. Basically, your decisions will net you Light or Dark points that will determine which force abilities your character eventually has available to him/her. Helping people out generally nets you Light points. Helping someone out, getting your reward, then killing all of the parties involved and looting their corpses usually nets you Dark side points. While the game lets you officially decide on your ending in a dialog tree near the finale, these actions that your character undertakes will affect the way your avatar is displayed on screen and the way that characters interact with the player character. Someone like the hilarious and very evil droid HK-47 will applaud the taking of innocent life, guilty life, uninvolved life, etc., but a goody two shoes like Bastila or Carth will be a quite the buzz kill as they criticize the mass murders you may choose to commit.
Speaking of characters, the batch in this game are about as good an ensemble cast as you can find. Sure, Mission Vao, T3-M4, and Juhani aren’t that interesting, but the rest of the cast delivers it strong, with HK-47’s performance making him the stand-out character in the entire Star Wars Universe for me (followed by the eminent Grand Admiral Thrawn (AKA Mitth’raw’nuruodo) and the super-cool Mara Jade and Talon Karrde (can you tell I love Zahn’s Expanded Universe books?)).
“Definition: Love is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope…Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds.”
-HK-47
Yeah, he’s that awesome.
All of this great characterization and gameplay would be for naught if BioWare hadn’t come up with an equally awesome plot for our beloved player character to run through. The tale relies very heavily on the plot twist that SPOILER ALERTyou are Darth Revan/SPOILER ALERT and that the battle where you were supposedly killed resulted in you simply being captured and the Jedi Order reprogramming your mind. This overarching story of the Star Forge combined with the mini-sagas taking place on each planet make for an excellent narrative structure that BioWare continues to implement in its other AAA sci-fi epic Mass Effect.
KotOR is probably the best Star Wars game I’ve ever played and among the top-notch RPGs I’ve ever played (rare for a Western RPG!). If you’ve never played it, you can pick it up for either the original Xbox or just play a slightly enhanced version for the PC or Mac. What are you waiting for? Go play it or I’ll send HK-47 after you!
Here’s some great HK-47 video, but beware, they contains spoilers (also, the second is from KotOR 2)
This next game will probably be the most controversial entry among all of the games I’ve elevated to this position. I’ll give you a few hints:
1. Its unveiling followed a proof of concept video shown at a prior trade show that was considered to be much cooler than the final product
2. Regardless of your opinion on this iteration in the series, it’s generally accepted that this game blows
3. The Legend of Zelda: The Wind Waker
See More The Legend of Zelda: The Wind Waker Various at IGN.com
#2 The Legend of Zelda: The Wind Waker
I’m sure a good chunk of the Zelda fans out there are wondering “Why Wind Waker? Doesn’t Twilight Princess qualify for this era?”
Yes, Twilight Princess does qualify for this era. Unfortunately, I think it’s uninspired and it suffers from lack of cohesive focus. When I played TP I felt like I was going through the motions to complete what was supposed to be an awesome game. It was definitely a more mature story and arguably slightly more interesting in execution, but it just felt lifeless and like Nintendo was just cranking out a mature LoZ title just to appease the fans after Wind Waker. Miyamoto genuinely thought that Wind Waker was a great game and I think he was seriously affected by the US fan backlash over what he felt was where the Zelda series should live. It kind of reminds me of Metal Gear Solid 2. Taken from a rather biased article written by Jeremy Parish of 1up.com, I found this quote:
“Kojima supposedly once said of Metal Gear Solid 2, ‘This is my Metal Gear. If it is to be destroyed, I will do it my way.'”
Parish admits directly after the statement that this quotation is probably apocryphal, but the general idea is still there. In Japan Kojima didn’t bother to hide that Raiden was the main character because he knew they wouldn’t mind him so much. In the states, Raiden does not have a very good reputation and a lot of gamers were upset about being duped.
This bait-and-switch happened to a much lesser degree with Wind Waker. Back in Spaceworld 2000, the aforementioned proof-of-concept video was shown.
This is what people began to expect from the next Zelda game. Miyamoto, perhaps remembering that Zelda was based on his childhood adventures in the countryside, seemed to want to bring Zelda back to its more innocent roots. The art style of WW is strongly reminiscent of A Link to the Past and the atmosphere is much less serious at times than that of Ocarina of Time (which is also amazing, but just doesn’t make the list, I like this one more).
The moral of the story: don’t make Miyamoto do what he doesn’t want to do. Otherwise you end up with a soulless game like TP instead of WW.
Speaking of WW, the game starts off by tying back to the Ocarina of Time, but this is definitely not the Hyrule that you once knew. In fact, it’s not even really Hyrule at all. The people of this world live on islands within the Great Sea. After your sister is kidnapped for looking too much like Zelda, you set out with some pirates to save her. Along the way you get a boat, explore dungeons, etc. Typical Zelda fare.
SPOILERS
The story does get good though, as you eventually discover that the pirate captain you’ve been gallivanting with on occasion is actually the reincarnation of Princess Zelda, holder of the Triforce of Wisdom! You, naturally are the reincarnation of Dan (what? I always rename Link), so you’ve got the Triforce of Courage. This leaves the Triforce of Power, which, as always, is in the possession of the evil Ganondorf. You discover your true identities underwater in the game’s surprise twist. It’s unclear precisely what happened, but at some point the threat of Ganondorf was so great that the only way to defeat him was to call forth the Great Sea to submerge Hyrule and Ganondorf once and for all. The King of Hyrule, AKA the ship you’ve been sailing around in the whole game, was still alive, but sealed beneath the waves while Ganondorf had mysteriously escaped. Once you fully recover the Triforce of Courage, you confront Ganondorf, who extracts the Triforces from Zelda, Dan, and himself, and claims that whomever touches the Triforce will get a wish granted, his being the restoration of Ganondorf-controlled Hyrule. Before he can make a wish, the King of Hyrule touches it and wishes that Hyrule and Ganondorf be washed away and for Link and Zelda to escape. Link and Zelda turn Ganondorf to stone to keep him from escaping, water pours into the previously sealed-off Hyrule, and the great kingdom is erased from history.
/SPOILERS
Aside from being my favorite LoZ game story, I think that the Great Sea is my favorite LoZ overworld. Sure, it’s a little dull sometimes to sail around the map with the whole vast expanse of blue, but it’s also calming and fun at the same time. You see, you set the wind direction and you just put up your sails and move. Every little quadrant of the map features at least one, but typically more secrets and challenges and the whole island design allowed pre-Mario Galaxy development because each island could be specifically tailored to challenge different aspects of your arsenal of equipment and moves.
Sailing is fun, the story is fun, the gameplay is fun (but WAY too easy) and, at the end of the day, isn’t that what really matters?
I remember seeing this sucker in the movie theaters:
This Japanese commercial emphasizes the stark contrast between how Zelda is marketed in the East and West. Our commercial has that dark and edgy look while the Japanese one is more whimsical in presentation:
The top game on my list for this era is one that I actually finished fairly recently. While some may argue that there might be bias because it’s the most recent of these games that I’ve played, those people are wrong. What is this game? Here’s the only hint you’ll get: within this game you will experience pain, fear, end, fury, sorrow, and joy. The one that doesn’t make much sense is probably the giveaway that I’m talking about Metal Gear Solid 3: Snake Eater (Subsistence).
#1 Metal Gear Solid 3: Snake Eater
I’ve already waxed quite poetically about the game and story of MGS3 in my review, so if you skipped that guy to avoid spoilers, don’t bother reading it now, but that’s a good chunk of the validation for why this game sits at the #1 spot.
Still, I figure I should expand a bit about what makes this game so great. More than any other Metal Gear game to date (that I’ve played), Metal Gear Solid 3 absolutely embodies the tagline of “Tactical Stealth Action.” As you slink through the Russian jungle to achieve your mission, you really do feel like this is how it would theoretically be done. Naked Snake is also a great character. He hasn’t seen as much action as Solid at this point in his life, so he’s more naive and pure. Seeing him develop into the persona of Big Boss is truly moving as you see why both Naked and Solid end up making the decisions they later make in life after growing tired of the endless manipulations of governments.
The game succeeds on all fronts and truly deserves to stand out as the best this era ever produced.
Here’s a parody video highlighting one of the other characters as the actual protagonist:
Yet another parody movie regarding the end of the game:
Oh man, what a great Japanese commercial:
So that’s that for the Post 16-bit, Pre-Current Gen top three. Keep tuning in this week to see what didn’t quite make the list, but was still awesome!
Back on Saturday we took a look at two excellent games that didn’t quite make the cut. Today, we examine another three, all of them the superb 16-bit RPGs.
You know the drill by now about the “Table of Honor” and whatnot, so let’s just get down to the clue and game:
This first game I want to examine jumps out at you from the world of platforming. You might doubt his ability to manage, but once he jumps, you’re filled with utmost confidence. Yeah, it’s Mario’s RPG debut, Super Mario RPG: Legend of the Seven Stars.
Runner-up: Super Mario RPG: Legend of the Seven Stars
For some crazy reason, nobody in the Mushroom Kingdom will believe that you are Mario. You’re probably the most famous savior of the land, but it’s not your dashing mustache or your red overalls that will prove your identity, it’s your trademark jump. This running gag is probably my absolute favorite part about SMRPG. No matter what part of the world you’re in, someone will inevitably ask if you are really the plumber. The dialog will pause, you will be unable to do anything else until you finally push the jump button and prove your identity.
The rest of the game is full of comparable humor and character that exude from every pore. Dialog makes sense and is pretty slick, the story is actually not that bad for what you’d expect it to be, and, most importantly, that trademark tight gameplay that Squaresoft has always been known for makes for a great battle system and actually meshes pretty well with Mario’s more typical platforming roots. Battle returned to the more traditional turn-based type affair, but now your special attacks were powered up by timed button presses or other similar tests of button-pressing acumen. This system was so slick and exciting that every subsequent Mario RPG (sadly none of them Squaresoft created) and even the new Penny Arcade Adventures has got timed button presses for defense and interesting special attacks.
I’m sure that many were skeptical about SMRPG’s ability to be a valid, entertaining game when it was announced. Just adding a big-name RPG developer to a franchise character does not make everyone believe it will rock (just look at Sonic Chronicles, no one thinks it will succeed). That SMRPG is able to succeed on all fronts and still be one of the better RPGs on the console is a testament to the talent of old-school Squaresoft. What a great game…
I just can’t resist throwing in yet another video game commercial for this game. This one’s quite bizarre…
This next game was published in America by a company whose motto is “Serious Fun,” but it’s not the farming sim/RPG that you might be thinking of. The main character fights very sinister beings in order to save the world in this one. This one’s a bit tougher, but it’s Lufia II: Rise of the Sinistrals.
Runner-up Lufia II: Rise of the Sinistrals
This one might fall a bit outside of most of your game radars. It’s not A-list like Final Fantasy or Dragon Quest, not even B-list like Breath of Fire or the Secret of series (you can bitch and moan all you want about this, but you’ll never convince me that the Seiken Densetsu series is anything more than B-list). Lufia is a pretty firm C-list series, with regards to RPG popularity. There were two SNES games games and one gbc game in the series canon, with another gbc gaiden. That’s it, that’s the entire series. To be fair, it was mostly concluded with the GBC game, but I feel that they did leave it slightly open-ended.
Gameplay isn’t that special, it’s your typical RPG with turn-based battles. There was one notable battle mechanic in the capsule monsters that you could capture and have fight on your team. These monsters were computer controlled and could be leveled up and evolved by feeding them weapons and armor. The interesting thing is that this idea came about a full year before Pokémon was released. Pretty cool if you ask me.
What does make this game stand out and what earns it a spot on this list was its story. As a prequel in a time before prequels were cool (this was way back in Japan in 1995), Lufia II picked up the story before the events of Lufia & the Fortress of Doom (a game I never played). You were Maxim and, like most RPGs, you are told by a mysterious figure (a woman named Iris in this case) that you are destined to save the world. You head out to solve a monster problem for your village with your childhood friend Tia (you reluctantly bring her along) and from there you bounce from town to town solving problems and adding the brutally strong Guy to your party. Iris saves your life after you learn about the Sinistrals and you go on to add another party member, the female soldier Selan, before you finally learn the identity of the first Sinistral, Gades, after he brutally destroys an entire town.
Excited yet? Your party certainly is. They set off to confront Gades and make him pay for what he’s done. He responds by soundly kicking your ass. In yet another video game “oh shit, I hope I was supposed to die” moments, you are revived by Iris who revives the party and tells everyone but Tia that they are meant to confront this evil light with Maxim. Another dude, Dekar, joins the party and Maxim, Guy, and Dekar head out to kill Gades after learning from a lieutenant of the Sinistrals, Idura, that Gades plans on sinking an entire island. This time Maxim manages to kill Gades, but he still manages to activate the machine after all. Maxim heroically gets to the machine on his own, but deactivating it mostly kills him in the process. Iris teleports in, decides to be useful, and saves Maxim.
In the aftermath of this event, we are treated to a touching cutscene where Ti– no, wait, Selan (?) confesses her love for Maxim. I still remember this plot point coming straight from left field. You mean to tell me that Tia, who’s been hitting on you this whole game, isn’t gonna end up with Maxim? As a player, I didn’t mind, since Tia was annoying and Selan was arguably hotter (in that 16-bit way), but still, it really messed with me to see the developers not take the easy road, and I respect them for it. Tia honorably realizes she’s not gonna win Maxim’s love, tells Dekar that she loves Maxim the man, not Maxim the warrior, and sets off to find a man as good as Maxim to marry. That’s seriously the last you see of a character you’ve spent hours developing. The game sort of “ends” here as Maxim and Selan are married, buy a little house, and have a kid.
If you couldn’t guess by now, I’m a fan of these drastic world- or game-changing events in a video game. Be it the loss of Naked Snake’s right eye in MGS3 and how it affects first-person view from then on or something like the World of Ruin, these huge, irreversible events never cease to amaze me (I guess, if Iabsolutely have to I’ll admit that Aeris’ death is kind of cool in that way, but it never really had the same emotional impact on me as any of these other ones). Here I am, yet again thinking that I beat the game, and then Idura kidnaps your son and you’re forced to take up arms again. Iris comes in and claims that it was Maxim’s fate to die after the battle with Gades, but her actions have changed the future. As the gamer, you don’t yet know that these are lies. Heck, you don’t even know the huge twist yet at all (maybe you might if you had played the first game, but I certainly didn’t).
You do more quest-y stuff, Dekar dies after you kill Idura, and eventually you get to the final confrontation with the Sinistrals which is, not coincidentally, precisely the way that Lufia & the Fortress of Doom opens, which means that you fight the Sinistrals and kill three of the four. While trying to escape, only Guy and the elf Artea (he joined you in the second half) make it out alive. Maxim and Selan die, but are forever remembered as the heroes who vanquished the Sinistrals. It also turns out that this whole time your “helper” Iris was the Sinistral Erim. Erim is unique in that so long as she lives, the Sinistrals can be continually reincarnated. Also unique about her is her ability to take on human form, which some fans speculate is a result of the Sinistral Daos testing humanity. The real twist here is that Iris/Erim is later reincarnated as one of the main characters in the first Lufia game. By the way, you’re probably wondering why this game is even called Lufia if there are no characters named Lufia anywhere in the game. I can see your brains connecting the dots. Lufia is Erim and she is a character who fits a similar role to Tia in the first Lufia game to one of Maxim’s descendants. She didn’t change history by allowing Maxim to continue his bloodline, for Maxim and his descendants were always meant to counter and eventually defeat the Sinistrals. Erim makes one final appearance as a party member in the third Lufia game, as she gathers up yet another of the bloodline of Maxim and a crew of strong warriors. She builds them up this final time to destroy the Sinistral menace forever. Erim had tired of life as the Sinistral of Death and wanted her life to finally end.
I should also mention that Lufia II had a pretty solid puzzle and monster mechanic. Monsters appeared on the field and got to move every time you moved. There were also some pretty neat and difficult puzzles for the player to solve as he made his way through the many dungeons. I distinctly remember some of these being so tough (this is good!) that I had to consult old issues of Nintendo Power to figure out how to progress.
There you have it, a fairly convoluted plot and a game that’s ultimately average in its battle execution. Still, I can’t help but love Lufia II for it’s creative puzzles and that zany story. Prequels were still a pretty new concept to me back then when I played it and knowing what was to happen to Maxim and Selan made for some interesting, if fatalistic gameplay as I watched the drama unfold. There’s something cool about playing a game that fits into a pre-determined timeline. It’s both futile and awesome to fill in the details of a future you know will one day occur. I’d like to see more games try this with their storylines. Have a sage/oracle-type character tell you that completing the game will lead to your death. It could be fourth-wall or even within the game itself. Watching the main character grapple with what he knows to be the greater good at the expense of the personal good leads to good drama. They did it in FF VI with Terra, but the devs didn’t have what it took to let her die and not have a happy ending. That may be a good thing anyway, since I’m one of the few people who can be satisfied with an unhappy or unfair ending.
The Japanese commercial for this game is pretty lame, so here’s something that a fan put together for the 11-year anniversary of the game:
Yeah, the video’s not that cool, but it gives you a taste of what the game looked and played like. If you ever get a chance to play this game, I do recommend it. It’s well worth your time.
Our last game of the day had a mother of a time even getting released in America. To this day, the first and third game of this series have still never seen the light of American day. If you’re a fan of the Runaway Five, you also already know that I’m talking about EarthBound.
Runner-up: EarthBound
The brilliance of EarthBound lies not in its genre, but more in the originality and character that it brings to an already tired formula. How many sword and sorcery-themed RPGs does the video game market really need? (Answer: Don’t be stupid, sword and sorcery-themed RPGs rock!) Still, it’s refreshing to see an RPG take place in a modern setting like the country of Eagleland (a not-so-veiled reference to the USA). It’s hilarious to see that your weapons consist of baseball bats, yo-yos, and bottle rockets.
The story centers around Ness, a boy of tremendous psychic power who is tasked by a bee from the future named Buzz Buzz to destroy the evil force known as Giygas. Ness sets out from his hometown, Onett, and encounters and recruits Paula, Jeff, and Poo to save the planet. Along the way, they fight cultists, zombies, dogs, ninjas, bails out the Runaway Five twice, and eventually have their souls transferred into a robotic body to enable them to travel in time to fight Giygas. It’s strange, but in a quirky way. Even the final boss isn’t your typical encounter. You defeat the mighty Giygas by repeatedly praying, eventually getting the entire planet to unite and defeat Giygas in a Dragon Ball spirit bomb-type fashion.
EarthBound makes this list (just barely) because of the character that it exudes from every pore. Destroying the Happy-Happy cult is still one of my favorite situations in a video game mainly because of how bizarre it really is. Another plus for EarthBound is that it’s really hard. The game definitely doesn’t pull any punches with its difficulty.
Unfortunately for us US EarthBound fans, the series didn’t sell all to well when it first came out for the SNES. As a result, Nintendo decided not to release the sequel, Mother 3 (EarthBound = Mother 2), stateside citing poor sales of EarthBound. No matter how many fan campaigns Starman.net tries to put together to bring Mother 3 to North America, Nintendo continuously refuses to release. Interestingly enough, the Nintendo of America guys actually love the Starman dudes, which I think is what has allowed the Starmen to still have a Mother 3 fansub in production without a cease-and-desist order being issued.
Many fans speculate that EarthBound’s upcoming release on the Virtual Console (it was rated by the ESRB => it will be coming out) will be a barometer to test the validity of releasing Mother 3 in Eagleland. You can bet that the day this game comes out anyone, and I do literally mean anyone, who is on my Wii friends list will receive a gift of EarthBound for the SNES unless they tell me they’re planning on buying it already. I just want to drum up sales because I’d love to see Mother 3 hit our shores.
Yet another Japanese commercial that doesn’t make too much sense. Enjoy!
With that, we’re almost done with our 16-bit all-stars. Just one more entry on Thursday to finish these guys off.