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It's definitely a very pretty game (Photo courtesy nxcuso)
Well, guys, I finally did it. After all the hype and all the insistence of my friends, I plopped down $60 and bought me Skyrim. Mind you, I found Fallout 3 to be dull most of the time and marginally entertaining at other times and I never had even the slightest interest in playing Oblivion, but here I was, buying into the hype.
Within the first hour of playing Skyrim I ran into every single thing I hated about Fallout and every reason I didn’t want to play Oblivion. I will enumerate these things below:
1. The fucking fantasy accents. I really hate how people insist that everyone in fantasy media have some sort of European accent.
2. Combat/Movement is floaty, disconnected-feeling, and not fun. The NPC animation is kind of janky. I dunno. Nothing has any of that tim rogers-style friction. My actions don’t pop and I feel like a bull just barreling through the world with zero finesse. It’s clumsy and awkward to me (at least at the moment)
3. Halfway through the first quest I became so encumbered that I had to clear out my inventory or walk at a glacial pace.
4. Not long after that I came across a lore book. Instead of easing me in to the world of Skyrim, this book contained 35 (not exaggerating that much) terms – be they races, countries, concepts, or things – that had no explanation or basis for someone like me to understand. It read something like this to me, “And then Fulanito found a jibbertijab and took it to Fluttergamon so that he could take his place as the leader of the Roobawoo people.” It’s incomprehensible. I literally could not parse more than a handful of sentences and this book was meant to set up the whole Dragonborn thing.
5. Conversations were super boring! “Let us both stand completely still and talk about Whiterun. If I move my vocal chords shut down.”
6. There were arbitrary rules about stealing stuff in the first house I was at. Dude will literally empty his pockets and give everything on him to me, I can take all his food, pick up gold coins from his table and keep them, but if I take his boots that are under the table…no, that’s stealing.
7. Last bad thing: the interface on PC is shit. It’s built for a controller.
I know it sounds like I hate this game. Despite all of these things immediately reminding me why I didn’t want to play Skyrim, I didn’t feel that exasperated with the game until this morning when I was thinking about it. Here’s what I did like:
– This game is really pretty. Normally that’s not that much of a factor for me, but it actually felt like a real place that I was wandering about.
– During the opening dragon attack sequence I accidentally ventured too far ahead and stood directly in the path of the dragon’s fire attack. I’m pretty sure this means I’m fireproof. Fighting dragons is gonna be a joke.
– Some of the systems do actually intrigue me. The skill progression system seems cool as does the fact that some dude apparently just yells at people to kill them. That sounds like an awesome ability to have.
– I can dual wield fireballs. I shoot streams of fire from both hands…and then my mana runs out and I back away from my assailants in circles until I can shoot them some more.
– Further along that point, I like that you build up weapon skills/abilities by use. You have the proficiency to use everything kind of poorly. It’s up to you to progress down whichever path you want.
– I’m absolutely looking forward to slaughtering as many elves as possible. My character is this ugly lizard man who I’m role playing as having utter contempt for every other race he encounters…especially elves. Can’t wait to meet some elves.
– Everyone is super ugly. Makes sense. I like that.
– I’m super excited to just wander around and see what I run into/come across. That sense of, “Oh, hey, there’s something really close by that I should just check out…” from Fallout 3 definitely persists and feels fun. Can’t go wrong with that.
Skyrim has me cautiously optimistic to play it. Maybe I’ll be able to move past the things I dislike about Bethesda games and actually enjoy the game that everyone else universally loves.
To the abovementioned small man and to others like him, to all the craftsmen of these mommy’s-credit-card-number-snatching games like Tap Zoo and Tap Pet Shop and Top Girl and what-have-you, I offer this lesson from the annals of economics: “Monetize” is a fucking stupid word. The idea of a business is to make money. “To do business” means “to monetize something”. A “product” is something a business makes. To speak of “monetizing a product” borders on ridiculous. If your product is not “monetized”, you’re not in business. In the modern sense: the only reason to actively talk about “monetizing” is when part of your plan is to trick the user into believing they don’t actually need to pay. “Monetize” is a word that is nearly synonymous with “to do evil”: to “monetize” a game means to promise the user a “full experience” for absolutely no cost, and then scheme, and devise, and calculate reasons for the user to pay anyway. Then you make them pay anyway. Albeit gently (and shrewdly (and without use of violent force)), isn’t that the same as stealing from people? -tim rogers. “The Sims Social”
To the abovementioned small man and to others like him, to all the craftsmen of these mommy’s-credit-card-number-snatching games like Tap Zoo and Tap Pet Shop and Top Girl and what-have-you, I offer this lesson from the annals of economics:
“Monetize” is a fucking stupid word.
The idea of a business is to make money.
“To do business” means “to monetize something”.
A “product” is something a business makes.
To speak of “monetizing a product” borders on ridiculous.
If your product is not “monetized”, you’re not in business.
In the modern sense: the only reason to actively talk about “monetizing” is when part of your plan is to trick the user into believing they don’t actually need to pay.
“Monetize” is a word that is nearly synonymous with “to do evil”: to “monetize” a game means to promise the user a “full experience” for absolutely no cost, and then scheme, and devise, and calculate reasons for the user to pay anyway. Then you make them pay anyway. Albeit gently (and shrewdly (and without use of violent force)), isn’t that the same as stealing from people?
-tim rogers. “The Sims Social”
Well I think it’s been too long since I wrote about something tim rogers wrote on this site. I finally got around to reading his review of The Sims Social (linked above). It’s long, but it’s vitally important to read going into the future. I’ll wait while you read it.
You back? Okay.
He wrote a companion piece at insert credit too. Read away.
(My favorite bit)
A silence. Now the larger man pointed at me. “He’s run all the numbers on our product.” The older men looked at me. “I’ve run them all,” I said. “It’s totally solid,” the larger man said. “It’s solid like a rock,” I said. “It’s unsinkable,” the smaller man said. “It’s an unsinkable rock. An unsinkable, solid rock.” -tim rogers. “who killed videogames? (a ghost story)“
A silence. Now the larger man pointed at me. “He’s run all the numbers on our product.”
The older men looked at me.
“I’ve run them all,” I said.
“It’s totally solid,” the larger man said.
“It’s solid like a rock,” I said.
“It’s unsinkable,” the smaller man said.
“It’s an unsinkable rock. An unsinkable, solid rock.”
-tim rogers. “who killed videogames? (a ghost story)“
Ok, we’re back. Do you feel vaguely sick yet? I know I do. Heck, I threw up in my mouth a little. How did we get here? More importantly, how do we fix this?
I don’t think that microtransaction-based gaming is evil. All you have to do is look at Valve and Team Fortress 2. Everything you want to do in TF2 (minus item trading) is absolutely free. Not a dime has to be spent to improve gameplay. Weapons are distributed to you randomly, but at fairly regular intervals and they can be used to construct new weapons. Most importantly, while buying weapons increases your arsenal, they are, overall, not necessary. You can play the game for free and have an equal success as someone who paid for anything. This is fundamentally different than Farmville or The Sims Social where you can pay to have a leg up on completing the game’s goals (loosely defined as those might be).
Sometimes I think, “Who am I to judge the ethical merits of what other people do/create for a living?” I mean, glass houses, right? Then I read a line that is certainly meant to vilify, but also rings hauntingly true:
An ex-drug-dealer (now a video game industry powerbrain) once told me that he doesn’t understand why people buy heroin. The heroin peddler isn’t even doing heroin. Like him or not, when you hear Cliff Bleszinski talk about Gears of War, he sounds — in a good way — like a weed dealer. He sounds like he endorses what he is selling. When you’re in a room with social games guys, the “I never touch the stuff” attitude is so thick you’ll need a box cutter to breathe properly. (also from “who killed videogames? (a ghost story)”
An ex-drug-dealer (now a video game industry powerbrain) once told me that he doesn’t understand why people buy heroin. The heroin peddler isn’t even doing heroin. Like him or not, when you hear Cliff Bleszinski talk about Gears of War, he sounds — in a good way — like a weed dealer. He sounds like he endorses what he is selling. When you’re in a room with social games guys, the “I never touch the stuff” attitude is so thick you’ll need a box cutter to breathe properly.
(also from “who killed videogames? (a ghost story)”
For all the misinterpreted glamor of Mad Men‘s cast, most viewers seem to miss the point that undercuts the whole show. People despise ad men. Most non-advertising characters in the show despise ad men. The characters sweep racism under the rug, openly lie to customers, and present that life as vapid and meaningless. When Betty realizes that she has been manipulated by an ad in Season 2, she is horrified, insulted, and hurt. She knows how the ad men speak of their marks and is resentful of the manipulation.
People look at the gambling industry with scorn because they operate under the same principles that tim is decrying in his articles. I argue that it’s worse than that. At least in a casino you have a (low) chance of winning money back. This kind of human manipulation just feels dirty. It’s not addictive, in the drug sense, but it preys upon human tendencies and impulses in such a naked way that it is horrifying.
It’s not hyperbole to call social gaming, as it stands, a bane on humanity. The kind of thinking that leads us to develop these systems is inherently selfish and greedy. The companies that are pushing these games are filled with people stealing from you with only two or three layers of abstraction between their hands actually entering your wallets. That’s without dwelling on the kinds of behaviors that these models of play encourage.
There’s a way out of this (or maybe not), but it’s not easy. Don’t ever spend money on those games. Don’t give them their fabled White Whale. Then again, you should just do what you want. Just consider yourself informed now.
So you walk into a Boss Room, and your six dudes are there, talking about how “You can’t do this to us!” “Let’s get him!” “Yeah, let’s do it!” And then the fight starts: and you’re just the three dudes you had picked previously on the menu. Then the battle ends, and there’s all six characters, some of them wounded, others just winded. “We did it!” Uh, okay. What were the other three characters doing during the fight? Were they fighting some other boss that the artists didn’t care to draw? (They were probably off in the corner smoking a bowl and talking about what it’d be like to get a blow job in space.) –tim rogers
So you walk into a Boss Room, and your six dudes are there, talking about how “You can’t do this to us!” “Let’s get him!” “Yeah, let’s do it!” And then the fight starts: and you’re just the three dudes you had picked previously on the menu. Then the battle ends, and there’s all six characters, some of them wounded, others just winded. “We did it!” Uh, okay. What were the other three characters doing during the fight? Were they fighting some other boss that the artists didn’t care to draw? (They were probably off in the corner smoking a bowl and talking about what it’d be like to get a blow job in space.)
–tim rogers
Quoted for truth. I’m not gonna get into it right now, but there’s a problem with hyper-realism and this degree of story/mechanics dissonance.
In a sense, doing this blog is a really strange thing for me. I’m more than happy to share my opinion with anyone about the music, movies, or games that I love, but I get nearly crippling anxiety when it comes to actually compelling them to sit down and experience the media I’m trying to recommend. It makes no sense, of course. Why would it matter if they like it or not, right? I mean, it’s not like it’s life or death or that they’ll stop being my friend, but I still get nervous.
The weird thing is that I don’t ever quite reach the point of comfort with even my closest friends. Recommending stuff to my brothers is usually pretty simple since I know them so well. It’s an uphill battle most of the time to even convince them that what I’m offering is worth spending time experiencing, but once they do, I’m right maybe 90% of the time about whether or not they’ll like it. There’s almost no stress involved unless you take away that family element…
If it was because of a specific, tragic event, I must have repressed it enough that I don’t even remember it, but I can honestly say that there are few things worse than that feeling you start to get in your gut when you can visibly see that they’re just really not feeling it. It was just a few weeks ago that I was in Chicago hanging out with a friend of mine who attends Northwestern.
“Duffy, you’ve got to hear these guys. This is the perfect music for warming you up in winter. They’re brilliant.”
The disc in question was Vampire Weekend’s latest, Contra. It’s this crazy indie rock album with these great worldbeat sounds. I don’t really understand why they call worldbeat worldbeat when they mean Afro-Caribbean, but that’s just me, I guess.
“Yeah, sure. Pop it in.”
It all goes south from there. Knowing myself, I know not to look directly at someone who is listening to something I’m making them listen to. It’s agonizing. The silence from her side of the car is deafening. I start counting the number of times that “Horchata” calls out that Koenig is drinking horchata in December. Her hands lower the volume knob twice during the first song. I try to shake it off.
“Eh…well I love it. It’s got a different sound to it and that’s really what attracts me to it, but I can see where you might not.”
She hadn’t even said a word, but I was defeated. The rest of the trip I let her control the radio as we alternated between country music, Lady Gaga, and Ke$ha (and the musical part of my soul died just a little bit).
I loved Sambomaster before I knew I loved Sambomaster, but when I read “changing the world in japanese“, a fantastic article about the band by tim rogers, I finally learned the band’s name and heard their best song. It’s hard to justify how much I love the band since I can’t understand a single lyric that Takashi Yamaguchi is saying, but the band’s music does mean a lot to me and I did my best to evangelize “Sono Nukumori ni Yō ga Aru” as best I could to my friends and family. Dave took to it instantly and even the difficult-to-please Duffy thought that the music was “alright”, but I was stonewalled when I sent it along to my good friend Min.
“Yeah, I just don’t like music in a language I can’t understand.”
I’m sure that part of the whole anxiety thing comes from your run-of-the-mill fear of rejection, but I think that it might also stem from the perhaps too extreme emotional connection that I make with my media. Many of my strongest memories are tied to the media I consume and I sometimes make these connections almost instantaneously.
One week before I went to Chicago, I was driving up to Ithaca with Min to meet up with some old friends. We were listening to podcasts and All Music Considered, one of NPR’s finest podcasts, came up with their Valentine’s Day episode featuring breakup songs. Each of the staff members presented a breakup song that had particular influence on their lives and one chose the Stars song “Your Ex-Lover is Dead”.
“Wow. That was amazing,” I told Min.
“Yeah. A friend of mine sent that to me in high school.”
I didn’t tell Min that the song touched me in a profound way, but I think he could tell from my reaction. If Min hadn’t been there in the car, I might have found myself crying. It just brought back so many memories about my long and damaging relationship with Ashley that it was overwhelming.
“I’m not sorry I met you I’m not sorry it’s over I’m not sorry there’s nothing to save”
It could be that my reluctance to share is preventing someone from learning about media that they’d never heard of before, (I think back to all the times I’ve successfully shared Arrested Development with friends), but then there are times when my nature is proven correct. I correctly balked at exposing my father to Dr. Horrible’s Sing-Along Blog, but he watched it anyway at the insistence of my brothers. He just didn’t get it.
There’s nothing like feeling that connection with someone over a shared experience. Having these interests in common gives us something to talk about and keeps conversation interesting. Maybe one day I’ll get over this fear of sharing. God knows I’m trying by writing this blog most days, even if I try to keep it a secret from most of the people I know.
Wallpaper courtesy Pet-Shop on DeviantArt
Ruminations on video games as an art form – this could very well become a Mother 3 review. There will be spoilers here. Seriously, don’t read it if you want to play Mother 3 and not have the plot spoiled.
There’s a trite comparison that floats around the internet almost every month that always gets my eyes rolling. Inevitably, someone will call such-and-such the Citizen Kane of video games or ask what the Citizen Kane is or claim that the medium is immature because we’ve yet to hit our Citizen Kane. It’s exhausting and, quite frankly, futile and stupid. To begin with, Citizen Kane opened with good reviews and was generally well-received, but it didn’t start to gain notoriety for ten years. It didn’t even make #1 on a top movies list until twenty years had passed. When the Citizen Kane of gaming hits (god I hate that phrase), we probably won’t know it for quite some time. The more important point is that movies and games are apples and oranges.
The day that we stop worrying about whether books or movies are better than games at expressing a particular artist’s point of view is probably the day that we’ll realize that we’ve already got fine examples of games that are reflections of authorial control already. Brütal Legend was not a great game, but Tim Schafer’s hands are clearly evident all over it. Anyone who’s ever played one of Fumito Ueda’s games knows precisely how a game can effectively be used to bring out your emotions through simple mechanics. Goichi Suda (AKA Suda 51) has been making games that show clear, artistic direction through his use of bizarre symbols and incomprehensible plots for years. My point is, we’ve been here for a while.
You may have heard of Shigesato Itoi, but chances are, you have no clue that he’s one of the most famous and respected men in Japan to such a degree that his dog was probably the most recognizable animal in the entire country for a few years. In America, we know him as a video game designer, specifically the man behind Earthbound, but not much else. Interestingly enough, Itoi is actually more famous for being an essayist, interviewer, and slogan generator than his work for Nintendo. His association with Hayao Miyazaki is well known enough that he’s famous for the Kiki’s Delivery Service slogan (“Ochikondari mo shita kedo, watashi wa genki desu” — “I was a little depressed for a bit; I’m okay now”) and he even voiced Mei’s father in My Neighbor Totoro (a role that went to Phil Hartman (rest in peace) when the movie was dubbed in English).
In his younger days, Itoi found himself sick and unable to do much but play Nintendo as he recovered. It was in this state that he discovered Dragon Quest, which set the wheels turning in his head. This experience was the impetus behind the Mother series and led to Itoi’s long, fruitful relationship with Nintendo. In case you were wondering (protip: you probably weren’t), Shigesato Itoi is the guy who came up with the name for the Game Boy. True fact.
It’s not surprising to me that most of the names I’ve mentioned were not always video game designers. The most bizarre of the bunch, Suda, was an undertaker before he tried his luck in the video game industry while Ueda was an artist and the aforementioned Itoi was a…well there’s no easy word to describe someone like Itoi. He was (and is) a cultural personality.
“If you immerse yourself too single-mindedly in your chosen art form, whether it’s video games, movies, comics or whatever,” he continues, “your work can easily become just a reflection of what others are doing in that field, rather than breaking new ground.” –Jordan Mechner
“If you immerse yourself too single-mindedly in your chosen art form, whether it’s video games, movies, comics or whatever,” he continues, “your work can easily become just a reflection of what others are doing in that field, rather than breaking new ground.”
–Jordan Mechner
Now, Schafer is, himself, a product of the industry, having held no other jobs, but he’s the exception, a true creative mind that is not crippled by his feedback loop of doom. Monkey Island, Day of the Tentacle, Psychonauts, and Brütal Legend could not be more different from each other, but just think of how rare this is. For every Schafer or Ken Levine out there trying to bring new influences into the industry, there are tons of Star Wars- and Lord of the Rings-inspired games produced each year retreading on the same, tired stories game in and game out. How many World War II games do we really need?
In 1989 Shigesato Itoi looked at the video game industry and said “How many sword and sorcery RPGs do we really need?” 2009 just passed us by and I’d say we’re still mostly mired in these medieval locales in 95% of all RPGs. Mother, Itoi’s freshman attempt at a video game, was set in “modern day” America. Earthbound (Mother 2) wasn’t exactly breaking with Itoi’s norm by being set in America yet again (in 1994), but it’s still a light among the sameness that pervaded the industry. Mother 3 is ambiguous about its timeline, but it feels like a scaled back modern day. In any case, like in the other games of the series, the weapons aren’t swords and bows, but sticks, yo-yos, and baseball bats. It’s really only a cosmetic and tonal shift, but it makes all the difference.
That’s exactly what makes Shigesato Itoi so great as a game designer. Perhaps it’s his outside status or maybe it’s just his brilliance, but Itoi understands video games to a scary degree for a man who only undertook them on a whim. I applaud him most for understanding that a game is an interactive piece of art and reflecting that with his systems. To wit, every Mother game revolves around music. The first game had the character searching for the Eight Melodies while the second repeated that idea with Eight Sanctuaries (each with a musical theme associated with it). Earthbound’s instruction manual (in Japanese) contained a little song that Itoi wrote for the player to sing as the main melody played on the overworld. Every line of text in the Mother series is written in kana (katakana or hiragana), so that the person has to vocalize Itoi’s often lyrical writing style. Mother 3’s focus on musical themes and leifmotifs (from the Masked Man to the Magypsies) is also emphasized through every character’s attacks in the battle system.
From Lucas to Salsa the Monkey, every character has a musical instrument associated with his attacks. So does every enemy. Each enemy also has a musical theme that plays in the background. Once you attack, you can continue to press the ‘A’ button to extend your combo to 16 hits if you can keep time with the (sometimes fiendishly difficult) beat. Just like that, something Itoi has always wanted the player to do (become musically involved with his world) becomes integrated into the activity the player does most in the game, battling.
Itoi also loves to toy with player perception to a hilarious degree. In an early sequence in the first chapter of the game, Flint becomes covered with soot after saving a friend’s kid from a fire. Why? Because that’s what would happen if you were running around in a fire. As he makes his way back out of the woods, you can bet that every person you talk to will question why you are covered from head to toe in black soot. Even better, if you hop into a hot spring to recover, the soot will wash off of your character from the neck down, since the Mother 3 hot spring animation always leaves the head exposed. It’s not until much later when it starts to rain that the soot washes off Flint’s face, this time to emphasize that we’re not joking around anymore, Flint’s family was still missing after the fire and they were almost certainly in danger.
An even more brilliant sequence comes much later in the game when the player is washed upon a tropical island with 1 HP and no equipment. The only way to progress through the jungle without dying is to eat one of the psychotropic mushrooms growing on the island. A bizarre sequence of events follows as you make your way to the next Magypsy with your perceptions completely torn asunder. Replicas of your family and friends attack you, which isn’t that unique for an RPG, but the way the narrative is presented and the visuals are warped, it becomes seriously unsettling. The one moment of calm comes when you arrive at another hot spring and recover, only to continue back into the horrors of the jungle.
Once you get to the Magypsy’s house, you’re constantly bombarded with insults about how bad you smell. It makes no sense though, because the player has done nothing different that would cause such a foul smell. Still, when your perception is returned to normal, there is a visible stench rising from Lucas and his compatriots. A quick dip in the bath follows and you’re no longer “smelly”, but, as a curious player, I wondered what had happened in the first place. Instead of continuing forward, I dove right back into the jungle to get to the bottom of it. halfway through, I was feeling a bit fatigued, so I popped on over to the hot springs and it all made sense. In my hallucinogenic state, I was unable to recognize that the pond I dove into for recovery was a festering, toxic-looking garbage dump of a pond. Off to the side, where no conceivable player would ever go, was a door into the real hot spring.
I couldn’t believe that some players would never find out the mystery behind why they were so smelly. Returning to that hot spring is hardly mandatory. Maybe that’s why it felt so amazing to see these little narrative games played with my perception of what was going on in the Mother 3 world at the time. It’s also interesting to look at from a player trust perspective, because when I saw that disgusting pond, rendered in all its GBA, low-fi glory, I felt nauseous and I know it was partly due to a feeling of betrayal. I have a feeling that this was exactly how Itoi wanted me to feel at that point.
Shigesato Itoi admits that the original draft for Mother 3 was way darker than it already is. It was written shortly after his divorce was finalized, which I think has a lot to do with the emotional betrayals of even the finalized version of this game. However this game was very nearly vaporware that was never released. Its development started for the SNES in 1994, but was quickly shifted to the N64 and the ill-fated 64DD not long after. Anyone familiar with the 64DD peripheral knows that this was going to prove troublesome for Itoi and his team. The game was even canceled at one point, but it was eventually decided to put it on the Gameboy Advance and announced around the re-release of Mother 1 + 2, no doubt to help drum up sales.
No one but the team knows just how dark the original narrative was, but Itoi claims that the story that eventually made it to print was the result of him finally becoming a good person. It boggles the mind to realize that it could have been any more dramatic, especially for a game that looks as friendly and cute as this one. In fact, this is the reason why Nintendo of America claims it will not localize the game. They claim the narrative is too mature and depressing for the way it looks and, really, the tone and the subject matter are alternatively irrelevant and deathly serious, so I kind of get what they mean. At one point you have a guy telling Flint that he’s got good news and bad news. The good news is something irrelevant and stupid while the bad news is that Flint’s wife, Hinawa, is dead. What follows is a scene that is so emotionally gripping that my little brother was affected even without hearing the music and sound associated with the scene. Flint completely flips out and starts beating on the guy who gave him bad news and even starts lashing out at the townspeople who are trying to calm him down. He is knocked out by a friend and put in a jail cell that has never before been used in the town’s existence.
It’s this weird juxtaposition of the inane and the deathly serious that creates the dissonant feelings I mentioned before with the hot tub scene and makes the player feel uneasy about what’s going on. When Hinawa’s father, Alec, is trying to tell stupid jokes to help Flint not be so tense about the certain danger his son is in. I wanted to tell him to shut up and let him focus, but I could also see that Flint was obsessing to a dangerous degree and that Alec was right in trying to calm him down. You also have the lighthearted love story of Salsa and Samba being ruined by the brutal and sadistic torturer Yokuba (Fassad in the fan-translation). It’s like Itoi is trying to say that the world is a screwed up place, but you can’t let it get you down.
I’ll tell you right here, I’m a huge sucker for any story about brothers. Later on in the game, it becomes fairly obvious that Mother 3 starts to center around the struggle of twin brothers Lucas and Claus as they attempt to collect more plot coupons than the other. The game series is called Mother for a reason and this one in particular focuses on the differences between each of Hinawa’s boys and how they came to deal with her untimely death. While Lucas comes out of his shell and becomes a healthier, more assertive and confident boy despite his absentee father, Claus foolishly rushes out for vengeance and finds himself enslaved by the Pig Army in its quest to end the world. The climactic final battle reunites the family once again, but the reunion is bittersweet. Claus has almost killed Flint and Lucas must face him alone to the death, even though he’s yet to realize that the Masked Man is his brother. Once the mask is knocked off and Lucas is staring into his own face (they are twins after all), the battle becomes a masterpiece. Selecting attack will cause Lucas to intentionally pull his punches or miss his attacks completely. Sometimes he’ll even refuse to comply. Claus, having lost most of his humanity, will continue to attack until Hinawa begins pleading for him to stop. Eventually, Claus comes to his senses and realizes that Lucas is his brother and that he is no longer anything close to himself. At that point, Claus commits suicide in a peculiar way. It becomes apparent that the Courage Badge that Flint gave to Lucas (via a Mr. Saturn in another example of absentee parenting) is actually a Franklin Badge, an item that repels lightning in the Mother world.
The heartbreaking thing about this whole sequence is that there’s nothing the player can do once Claus decides that he must kill himself to save the world. Lucas may not be physically (or psychically) killing his brother, but there’s nothing he can do but watch his brother kill himself using an item that he is holding. When it’s all over and Claus is dying in Lucas’ arms with Flint nearby and Hinawa’s ghost above them, the reunion is finally completed and the family is happy for a brief second before both Claus and Hinawa depart the world leaving Lucas to pull the last plot coupon. The world literally ends and it all fades to black. Everyone (who was alive before) is still alive in the finale, but the world is darkness and it’s not made clear what the true outcome of the whole battle was. We do know that the world is safe and everyone makes it, but not much else beyond that, it’s left to the player to decide, I guess.
If you want to really see a strangely tragic, chilling ending for a character, consider the fate of Porky, the antagonist in the game. The conflict in this game is motivated by his desire to see the world end. Porky’s mind was so warped by Giygas in Earthbound that he has remained in a permanent immature, childlike state even though he is now hundreds of years old. His influence corrupts and nearly destroys everything about the idyllic and peaceful Tazmily village and he is the one responsible for sapping Claus of all of his humanity. In his final encounter with Lucas, when it becomes apparent that he will not win the battle, he encases himself in the Absolutely Safe Machine, a capsule that renders him absolutely safe from all attacks both interior and exterior. Because it was just a prototype, there was no way to escape it, meaning that the ageless Porky can never die, but he can never leave the capsule nor can he communicate with anyone on the outside. For someone like Porky, an agent of entropy like the Joker in The Dark Knight, this is truly an ending worse than death. When all is dead and gone, when the universe dies of heat death, when existence is nothingness, Porky will still exist, alone in that capsule. It gives me chills just to think about it.
There’s so much about this game that just doesn’t quite add up and leaves the player feeling strange about the relationships they are seeing. Duster, the limping thief, is very clearly verbally and probably physically abused by his father, Wess, yet they seem to be a team and there does seem to be some love there. It’s unsettling on all levels because Itoi wants to take the player from comfortable and happy to uneasy and sad throughout the whole game.
Games like this, they make me appreciate things, like my family and my life, and think about things, like the nature of society and happiness. I’m being simplistic here, but my point is this, what is art? Wikipedia calls it, “…the process or product of deliberately arranging elements in a way that appeals to the senses or emotions.”
So I say yet again, why are we questioning whether or not video games are art? Wake up and smell the sunflowers.
Another year closes on IBNttT and while this blog is still less than two years old, I feel like it’s been steadily improving since its inception.
When I first started it up, I wanted to keep an editorial voice and keep my personal life out of the mix. I strove to develop a unique, editorial voice, but I stopped short of personal anecdotes and opinions beyond critical expression. I can’t say that this blog has morphed into a forum for me to talk about my feelings or anything, but I do know that a combination of reading a lot of tim rogers and coming across Gamers With Jobs and attempting to get a writing gig with them opened me up to a more personal writing style that integrated my life experiences into my work. It’s a style I’m still experimenting with, but it’s nice to see that it’s generally well-received among my readers.
Speaking of the readers, 2009 was also the year that I almost quit blogging. Until Eric installed traffic plugins to the backend, I was feeling like I was screaming into the void and only he was reading. Granted, 2009 was also the year that I actually told some of my friends that I did regularly write on a blog. I still keep this site on the down low for most, but I’m glad that those of you who do frequent the blog continue to read, despite its rather narrow focus on the things I’m interested in (baseball and video games). Knowing that people do occasionally stop by to see the nonsense that I put up here helps me keep on keeping on, so thanks for reading in 2009 and I hope to continue to improve the site in 2010.
Happy New Year,
Dan
The band never really saw much mainstream success. “Hey Driver” was their most popular song and actually made it into some video games, movies, and got some airtime, but they broke up only moderately more famous than they were when they were first signed.
Five Iron Frenzy
Notable Album: The End is Near/Here (2003)
As a primarily ’90s act, I was hesitant to include FIF in my list of my favorite music of the aughts, but their musical swan song had a major effect on my musical development, so I couldn’t rightly leave them out. Beyond just the CD, Five Iron Frenzy’s farewell tour, Winners Never Quit, was the first time I recognized that a live show was well worth attending. Before that I’d seen music live a few times and listened to a live CD here or there, but found them to be sub par. I was annoyed that the songs varied from the usual pace and intricacies of the album version and seemed to have lower quality. It all changed that night.
The small, intimate club atmosphere put me up close with fans for the first time (my previous concerts had been mega-stadium deals) with a band playing an emotional final tour. I also learned the best part about a live show: the new ways in which a band mixes up their music. I got to listen to the amazing FIF Medley (also on The End is Here), which, aside from it luckily being on a CD, I probably would never hear again. Ever since that night in Orlando, concerts became a part of my musical experience and the effect that FIF had on me is apparent when you realize how much of my music is upbeat, uptempo, and filled with brass sections. They may not be the best band on this list, but they’re one of the most important ones.
Notable Albums: The Resignation (2003), …And the Battle Begun (2006), Mandala (2009)
I didn’t realize what I got when my friend Daniela gave me a copy of The Resignation for Christmas back in 2004. We listened to it and she brilliantly pinpointed “Mastering the List” as my favorite track on the CD, but I didn’t get just how good the CD was for two years, a testament to how music tastes can drastically change over short periods of time. When I finally started listening in earnest in 2006, I think the best adjective to describe the experience was revelatory.
Of all the bands on this list, I think I’ve gone on and on about the Bandits the most on this blog and for good reason. They are talented, their music is rich and full, their lyrics are pretty solid, if not a little too hippie, and their dedication to an organic sound seems unparalleled in today’s overproduced soundscape. If there’s one album on this post that you choose to listen to, it should be …And the Battle Begun. It’s my favorite album of all time (as of 2009) and I don’t think there’s a single stinker on the whole disc.
Their best songs are “Mastering the List”, “Never Slept So Soundly”, “Decrescendo”, “In Her Drawer”, “Only for the Night” (my favorite on the list), “Tainted Wheat”, “White Lies”, and “Mientras la Veo Soñar.”
If there was one criticism I’d have for the band, it’s that they got rid of their horn section between …And the Battle Begun and Mandala. It doesn’t mean there’s no more brass in their newer work, it just means that it’s no longer a regular part of the band. Shame that they’re losing it, but they claim it has allowed them to open up and improve their song complexity.
Relient K
Notable Album: Mmhmm (2004)
When I think of my freshman year at Cornell, American Idiot and Mmhmm are the soundtrack that plays in the background. I listened to both CDs many times on my way too and from the townhouses and the engineering quad, not to mention through my computer’s speakers. Mmhmm represents the transition from Relient K from a slightly niche, Christian music band to a more popular, mainstream act with its understated message (it seems that they returned to their more obvious Christian references with Five Score and Seven Years Ago) and their sound had matured to the best I’d heard since their debut album.
The album is full of some great songs, but my personal favorites are “High of 75”, because it cheered me up in the miserable Ithaca weather, “My Girl’s Ex-Boyfriend”, because I love sappy love songs, and “Which To Bury, Us or the Hatchet?”, because it resonated with my seriously rocky and messed up relationship at the time. Beyond that, the rest of the album is also great, but I can’t just list all the tracks now, can I?
The Zutons
Notable Albums: Who Killed…… The Zutons? (2004), You Can Do Anything (2008)
This one comes straight from my old high school friend Michelle. A fan of the quirky, indie scene, she recommended that I check out this band of Liverpudlians and I was not disappointed. You almost can’t go wrong with me if you’ve got brass or a saxophone in your band and The Zutons have one saxophonist adding her own distinct flavor to their already distinct rock grooves. Their music is unique and just great to listen to, especially when you get Abi Harding’s voice harmonizing with Dave McCabe’s on a lot of their numbers and the band’s sound has improved greatly from Who Killed on to You Can Do Anything. Their best songs, “Pressure Point”, “Havana Gang Brawl”, “Valerie”, “You Could Make The Four Walls Cry”, “Put A Little Aside”, and “Freak” are all so different, but all so much fun to listen to, even if they’ll probably never get any airtime stateside.
OK Go
Notable Album: Oh No (2005)
There’s a reason the phrase “sophomore slump” is part of the vernacular and it’s not often that a band not only releases a far superior second album, but does so with a significant change in sound. At a live show I saw them play at Cornell, OK Go outright stated that they were going for a safe, pop sound on their first album to try and appeal to the masses. Listening to it yields some decent tracks, but otherwise, I’d be inclined to agree. It’s cautious and it probably got them a record deal, but it’s not great. In three years, they turned around, completely matured their sound, and launched one of my favorite albums of the decade, Oh No. Almost everyone has heard “Here It Goes Again” or seen the treadmill video and I think you’d be hard pressed to find a person who would rather listen to “Get Over It.” They got that much better.
While I’m mentioning the videos, it’s also worth mentioning that Oh No also represents a creative turn for the band with it’s quirky, interesting, low-budget, high awesomeness music videos. “Do What You Want” has a more typical look, but “Here It Goes Again” and “A Million Ways” have hilariously awesome and indie videos a tradition they’ve melded with budget to create their newest video for “WTF”, which you already know I love. I don’t think that the viral video approach to music videos will take over the industry, but I don’t think you can say that they didn’t start something big with their Youtube-released video.
The whole album is pretty solid, but I’d also like to point out “Oh Lately It’s So Quiet” and “Let It Rain” as great tracks (beyond the ones I’ve already mentioned). They’re two of the slower, more contemplative ones, but they just feel right to listen to.
Fall Out Boy
Notable Albums: From Under the Cork Tree (2005), Folie à Deux (2008)
Yeah, they’re not the greatest band in history, but they’ve got some seriously catchy songs that I can’t help but enjoy. If their songs don’t make your toes tap, I’d seriously question whether or not you have a soul. FOB finally managed to break mainstream with their sophomore album, a CD filled with a neat take on pop and rock that’s just complex and different enough to pique my interests and just safe enough to be ok with the average Joe. Since then FOB continues to push into strange boundaries with its music borrowing from tons of genres and recording some solid tracks. I may not agree with their single selection (:cough: “This Ain’t a Scene, It’s an Arms Race” SUCKS :cough:), but I’d say that 80-90% of their albums are filled with great tracks.
My favorites: “The Take Over, the Breaks Over”, “Hum Hallelujah”, “A Little Less Sixteen Candles, a Little More “Touch Me””, “7 Minutes in Heaven (Atavan Halen)”, “She’s My Winona”, “Headfirst Slide into Cooperstown on a Bad Bet”, and “20 Dollar Nose Bleed”.
Matisyahu
Notable Album: Live at Stubb’s (2005)
I had the chance to see Matisyahu my freshman year at Cornell, but I had no idea who he was. The posters were up one day advertising a Hasidic Jew singing reggae and so I chuckled and went on with my day. Little did I know that a year later I’d hear a track from his live album in my ex’s brother Bobby’s car and fall in love with his brand of religious reggae. That’s the catch, of course, if Jewish-themed music offends you, Matisyahu is not for you. Then again, aside from allusions to scripture, isn’t reggae really all about peace and love? Matisyahu’s music may be about the Old Testament God, but its a celebration of love, life, and peace that will undoubtedly make you smile. My favorite songs by Matisyahu are “King Without a Crown”, “Aish Tamid”, and “Chop ‘Em Down”
Wolfmother
Notable Album: Wolfmother (2006)
Ever feel like the days of classic rock are gone? You must not be listening to Wolfmother. We’re talking straight up 1970s, Satan’s music here. From their ridiculous throwback album covers to the solid guitar solos, these guys clearly never gave up on the past and they want to bring it to the youth of today. They sound so classic that I didn’t notice for months after playing their songs in Guitar Hero II and Rock Band that the year was post 2000. If you’re ever craving a true hard rock sound, look these guys up. They’ll rock your socks off.
Best songs: “Woman”, “Joker & the Thief”
Incubus
Notable Album: Light Grenades (2006)
I know what you’re thinking. Incubus, really? Yes, really. Light Grenades was a solid album. Their best work in the decade, really. I happen to really love “Dig”, “Light Grenades”, “Anna Molly”, and “Paper Shoes”. It’s my list, leave me alone.
Streetlight Manifesto
Notable Albums: Keasbey Nights (2006), Somewhere in the Between (2007)
Probably my favorite ska act and one with kind of an ugly history. If you’ve ever heard of Catch-22, you’ve probably heard their most famous album, Keasbey Nights (1998) and the vocals of Tomas Kalnoky. At some point Kalnoky and the rest of the members had a major falling out and the band mostly split up. Kalnoky started up Streetlight Manifesto and the band gained notoriety quickly while Catch-22 morphed into a new band, but still played Kalnoky’s old songs from Keasbey Nights. Things were pretty dicey and ugly for a time too, because the bands traded lyrical jabs on their subsequent albums and, eventually, it seems that Kalnoky decided it was worth re-recording one of the seminal albums of third-wave ska, hence the Streetlight Manifesto edition of Keasbey Nights. As the owner of both editions of the album, let’s just say that the extra time and money made an already good album great. Kalnoky’s music work in Streetlight is sharp, the horns are solid and the guitars are great, creating a sound that you can’t help jamming to. Their best work comes out in “Riding the Fourth Wave”, “Keasbey Nights”, “Would You Be Impressed”, and “Somewhere in the Between”. Ska can be hit and miss, I know that most people don’t like it, but you’ve gotta check these guys out, they’ve refined the genre to its best.
The Fratellis
Notable Album: Costello Music (2006)
The UK makes the list again with Scottish rock band The Fratellis. Their music is so full of energy and that unique, intangible British music quality that I couldn’t help but fall in love with the band after playing their songs in Rock Band for the first time. “Henrietta”, “Chelsea Dagger”, and “Ole Black ‘n’ Blue Eyes” are my favorites from the disc, but there are plenty more where that came from with a mix of wild rock and slower, British-sounding songs to break up the beat and calm the heartbeat. A band definitely worth checking out. Jarabe de Palo
Notable Album: Adelantando (2007)
I’ve listened to a lot of Spanish music in my lifetime. It’s a byproduct of my heritage, but most of what got airtime when I was a kid was salsa, merengue, the occasional bachata, and (nowadays) reggaeton. While they’re all plenty fun genres to listen to, there’s not a whole lot of innovation to be found in the strict confines of their musical definitions. Then Daniela went and introduced me to yet another great band, Jarabe de Palo. They’re not what you’d call typical Latin music, in fact because they’ve gone and formed a rock band and it’s actually not half bad. It’s actually pretty common to see other countries try and adopt American musical styles, but the results are usually pretty ghastly. Thankfully, Jarabe de Palo avoids this common shortcoming of foreign rock and is actually some pretty great music. His best tracks (that I know) are “Me gusta como eres”, “Dejame vivir”, and “Estamos prohibidos”.
Jonathan Coulton
Notable Albums: Where Tradition Meets Tomorrow (2004), Thing-a-Week 1-4 (2006)
In 2007 I played a game by Valve called Portal. Aside from being one of the best games in the history of gaming, it also featured one of the greatest songs in gaming at the end, “Still Alive”. That same Christmas, my ex-girlfriend’s brother (he makes a reappearance) showed me a youtube video of Coulton playing “RE: Your Brains”. Both were great, but in the hustle of the season, I failed to take notice of Coulton until about April or May of 2008. On a whim, I decided to check out Coulton’s work and bought his entire collection off of his website without listening to most of it. That day I took notice of the greatest Internet folk sensation to ever grace the web. Coulton’s music is mostly nerdy love songs and he himself has claimed that he needs to make an effort to write fewer melancholic love songs, but he’s also got songs about completely random things, like a tall tale about baseball’s first commissioner and how he dealt with the Black Sox Scandal, Kenesaw Mountain Landis (in a song appropriately titled “Kenesaw Mountain Landis”) or one about the trials and tribulations of being a clown (“Bozo’s Lament”). Perhaps his greatest undertaking was his Thing-a-Week challenge, where he took it upon himself to write and produce one song every week, which actually produced some of his most famous songs like “RE: Your Brains” and “Code Monkey”.
Other than the songs I’ve already mentioned, my favorites include “Screwed”, “Skullcrusher Mountain”, “Madelaine”, “Mandelbrot Set”, and “When You Go”, but I could list 10 or 20 more songs that are just as fantastic. Even better is that Coulton is all about Creative Commons and he understands the internet. He’s got an option to pay him some cash if you’ve already stolen his music and he’s more than happy to let you remix it or use it however you want, so long as you credit him. He’s truly a product of the Internet and a great musician to boot.
2007/2008 also brought two big concepts that changed the way I dealt with music and time. One thing, podcasting, is arguably not music, but it’s audio-related, so it’s worth mentioning. Before I had an iPod, I occasionally walked around campus with a CD player, but I mostly didn’t listen to much at all. After I got one and started getting podcasts, the way that information was relayed to me made a fundamental change and now I was learning about all of my hobbies and passions during my dead time walking around campus (and driving to work once I graduated). It’s pretty amazing to see that in a few short years which podcasts I’ve settled on and which ones I’ve moved on from as I struck a balance between too much (and a diminished ability to listen to anything but podcasts) and too little.
The other major musical revolution of the decade was the rise of Guitar Hero and Rock Band. I first played Guitar Hero back in the summer of 2007 and I immediately fell in love. When word started to trickle in about Rock Band, I was initially skeptical, since I believed it to be a knockoff (I later learned that it was the true evolution of the series put forward by the true innovators behind the magic, Harmonix), but I eventually came around and pre-ordered the special edition for my xbox. That game meant a lot to me and it even changed some fundamental things about me. It’s also been one of the best ways for me to gain access to new music and has widened my musical tastes considerably.
Back to bands!
Anamanaguchi
Notable Album: Dawn Metropolis (2009)
I get why people might be skeptical about chiptunes. It’s 8-bit music coming out of retro sound chips and nine times out of ten, people use it to just remix video game music. Imagine my surprise when I read an article about Anamanaguchi on Kotaku by Leigh Alexander detailing how this Brooklyn band was making great strides. Their music is top notch and stands out from the crowd because they don’t just play a 1985 NES, they’ve also got a drummer, guitarist, and bassist thrown in there. The music may take its cues from some of the conventions set forth by the game composers of the 1980s, but their music is completely original and super catchy.
My favorites: “Jetpack Blues, Sunset Hues”, “Tempest, Teamwork, Triumph (at Sea)”
Sambomaster (サンボマスター)
Notable Albums: サンボマスターは君に語りかける (Sambomaster is Talking to You) (2005), 僕と君の全てをロックンロールと呼べ (Call everything that we (you and I) are ‘Rock n’ Roll’) (2006)
What’s an article on this blog without some sort of tim rogers mention? It was this year that I read “changing the world in japanese” on his blog LargePrimeNumbers, a treatise on rock music, Japan, and, most importantly, how Sambomaster was one of the most important bands playing in Japan. Listening to the track he had posted on that article, Romanized as “Sono Nukumori ni Yō ga Aru”, I saw precisely what he was saying and became an instant Sambomaster fan. From that sandpaper, gravely voice to the emotion that is so obviously apparent through the language barrier, Sambomaster’s music speaks to a deep part of me. The guitars are stellar and interesting, the drumlines are solid, and Takashi Yamaguchi’s vocals just resonate and feel so right.
My favorite story about the band is that I’d actually heard their music back in 2005 as the fifth opening to the Naruto anime. I had no idea what the band was called or what the song was, but when I heard it, I immediately called it my favorite opening of the series and filed it in the back of my mind. Imagine the joy that returned to me when I was reading about Sambomaster on tim’s site and I downloaded and listened to “Sono Nukumori ni Yō ga Aru”. As I recognized Yamaguchi’s distinct vocals and guitar style, I immediately began researching whether or not the same group was responsible. I was right and I’ve been smiling about the band ever since.
Apotheosis – 1. The fact or action of becoming a god; deification 2. Glorification, exaltation; crediting someone with extraordinary power or status.
Do you know who Tim Schafer is?
When I still lived at home, my dad used to ask me, “When are you gonna grow up and stop playing video games?” He tells my mother that he’s sure I’m addicted to the medium. It’s true that I spend the vast majority of my free time playing games. I can name developers, producers, writers, designers, and even composers for games from my favorite series of games. This vast information age enables me to know everything about a game, down to its minutia, just by checking an online database. If there’s not enough information there, I can almost guarantee there are five or six fansites devoted to uncovering every last detail. It must be daunting for developers nowadays to produce in this environment.
My dad says these things, but I’m not sure he understands that this is just the nature of hobbies nowadays. Not too long ago we could almost justifiably claim an unhealthy obsession with the works of Deepak Chopra and transcendental meditation. Eric’s life revolves around photography nowadays almost as much as mine involves interactive entertainment. This is what hobbies are like now. Think of an obscure hobby, like stamp collecting, and I’ll guarantee you that someone out there spends a couple of hours a week producing a podcast for tons of people to listen to.
The point is, there’s a growing number of people who actually know just who is behind the games they play, a huge contrast to the early Famicom days.
It’s not exactly the fault of the developers that we had no idea who was behind our games back in the day. Standard process for Famicom-era games was to credit oneself via a pseudonym to prevent talent poaching. How would you be able to tell that seeing Gondamin credited as a composer meant you were listening to Junko Tamiya’s music? Famed Mega Man creator, Keiji Inafune still goes by INAFKING in some games.
Now that games are actually credited properly, it’s not uncommon for people to know that Bioshock was the brainchild of Ken Levine or that the wackiness of Metal Gear comes from Hideo Kojima. Nintendo actually keeps Shigeru Miyamoto’s hobbies on the down low because they don’t want people to speculate on what ideas his brilliant mind will come up with next. We’re talking a complete 180° shift here.
Eddie Riggs: “Ever feel like you were born in the wrong time – like you should have been born earlier, when the music was… real?” Roadie: “Like the seventies?” Eddie: “No. Earlier… like the early seventies.”
Embedded within all enthusiast cultures is the cachet that comes with either “being there first” or experiencing a unique experience that the ignorant masses overlooked. Go to Brooklyn, grab the first guy with crazy hair and skinny jeans you can find (protip: you won’t have a hard time finding one), and ask him what his favorite bands are. Chances are, unless you’re from the Brooklyn scene too, you won’t have heard of any of the groups he’s mentions. He will consider you a barbarian for liking commercial music and you will consider punching him in the face.
I think it’s clear where I’m going here, so I won’t belabor the point.
Have you ever played Grim Fandango?
We arrive at the natural conclusion: these developers, thanks to the power of the Internet and rabid fans like myself, are now legends in their own right. When Miyamoto talks, everyone listens and when Tim Schafer makes a game, I buy it (we’ll ignore the fact that I don’t own Psychonauts or Full Throttle). All this devotion and dedication to one man is based on the strength of four games: The Secret of Monkey Island, Monkey Island 2: LeChuck’s Revenge, Maniac Mansion: Day of the Tentacle, and Grim Fandango, the last of which is the only one solely under Schafer’s artistic control (the true Monkey Island games were made by the holy trinity of Gilbert, Grossman, and Schafer while DotT was a Grossman/Schafer collaboration). When I played Grim Fandango for the first time in 2002, it was on the strength of Schafer’s Monkey Island reputation, but I wouldn’t have been able to tell you his name until 2007 when I started listening to video game podcasts.
The press gushed and gushed about how good Schafer’s games were and how Psychonauts was criminally under appreciated and created the image of a brilliant game designer whose games featured great comedy writing and stories, but mediocre gameplay. Think about this for a second: Tim Schafer is famous for being a commercial underdog whose games are only hampered by mediocre controls. Before Psychonauts, Schafer’s only games were adventure games. Controls are irrelevant in that context, so Schafer has a reputation based on one game.
What’s worse is that I totally bought into the hype. I found myself thinking, I hope poor Tim Schafer isn’t underappreciated yet again. Really? After one game? This is the industry. This is modern, enthusiast society. This is madness.
Did you buy Psychonauts?
I can’t say that it started there, but the first time I ever saw an editorial campaign intended to raise a game’s sales was back around 2003 at IGN. Matt Casamassina, a fellow fan of Eternal Darkness, was bummed about the lackluster sales of what was actually a really great game, but its downsides were twofold: it was a new IP and it was a dark, mature game launching on the Gamecube, clearly the wrong platform for the game. The point of the campaign was that mature games would not continue to launch on the Gamecube if no one bought it, so everyone should take one for the good of the team and play this game. As you might expect, the plan failed and, for all I know, Casamassina still does his best to drum up sales of mature games on Nintendo platforms (he was back in 2008 when I still listened to IGN podcasts) with the same results. The Internet’s a tricky place. Everyone will agree that these games are criminally underrated by their sales numbers, but no one is willing to actually open up their pocketbooks.
Well, there is at least one. At some point I got it into my mind that if I wanted to keep seeing good games, I should support the ones that are trying to innovate in the field, regardless of whether I want them or not. It’s why I own Zack and Wiki and Little King’s Story, despite having no real interest in either. I just wanted to support good, non-minigame collections on the Wii. Lucky for me, nine times out of ten the stance that I want to support means that I’m supporting a game or series that I do truly love. Paying for the Day 1 DLC in Dragon Age: Origins is a hot issue for many who are morally opposed to content appearing on Day 1, despite the fact that this stuff probably wasn’t ready for a Day 1 launch. Regardless, I own both packs because I love Bioware as a developer and I want to see them continue to make good games. Likewise, it might have been a few parts my completist nature, but I used to buy every bit of DLC offered by Harmonix for the Rock Band series because I wanted to support their philosophy on music gaming over Activision’s (I also don’t buy used games for a similar reason).
It’s an attitude not limited to games either, I no longer pirate anything and actually buy CDs, .mp3s, and DVDs to support the artists that I treasure. It’s kind of foolish and I get burned sometimes with mediocre stuff, but I think it’s still worth it.
The take home message here is that my purchase of Brütal Legend comes from a complicated place. Tim Schafer, a man elevated to game-god status, a rock star, if you will, being the primary catalyst while the rest of my logic amounted to a combination of wanting Double Fine to find success in their game releases for once and rewarding EA for picking up this title after Activision so unceremoniously dropped it.
Was that a good idea?
It may not be the truth, but it’s the better story.
Brütal Legend is the worst kind of lie. It’s singing love songs with the girl of your dreams on a road trip, but you’re the only one who means it, while your best friend is sleeping in the backseat, blissfully unaware of the metaphor. That’s not to say it’s an evil, insidious lie, it’s just pretending to be one thing while slowly guiding you toward another. Boot up the game, watch Jack Black, go to the Land of Metal, and you’re expecting a 3rd person action brawler. Not too long into it it’s become an open-world brawler, complete with vehicle sections. An hour or two after that and you’re partaking in a hybrid RTS/3rd person action brawler/open-world driving game. It’s bait-and-switch executed marvelously. You might hate the RTS portions, but you’re already hooked on the story and you’ve got to begrudgingly see the rest of it through.
I’ll guarantee that most players didn’t even know that their game had RTS elements before purchasing it. How would they have when all the advertising campaigns featured only the 3rd person combat? Was this an evil move on EA’s part?
As a supporter of Tim Schafer, I say no. It’s a lie, no doubt, but it serves a greater purpose. This game cannot be distilled into its distinct parts in a 30 second action reel. Why not bring in the sales on the game on this promise? It’s not like it’s a total lie, it’s more like a half-truth. You will be fighting in the 3rd person for majority of the game, you’ve just also got to manage your troops well or you will lose. Then again, I have a hard time defending deception to the consumer on such a grand scale. Did Brütal Legend lie to all of us? No one went out and outright said it was one thing, but gave you another. There was even a demo out there. Is it really “Buyer Beware” to give the impression of one thing in your advertisements and deliver a slightly different thing? This isn’t like giving top billing to an actor who only appears for three minutes of a movie, is it?
“We say, over and over again, that the default player actions in a single-player game should be compelling enough to make you believe with all your soul that a two-player deathmatch situation using two player character clones and said default player actions would be at least as compelling as the actual game.” – tim rogers in his Bionic Commando: Rearmed Review
“We say, over and over again, that the default player actions in a single-player game should be compelling enough to make you believe with all your soul that a two-player deathmatch situation using two player character clones and said default player actions would be at least as compelling as the actual game.”
– tim rogers in his Bionic Commando: Rearmed Review
tim rogers makes a point in countless reviews that a game’s core mechanic should be good enough that you can play it in multiplayer ad infinitum and have just as much fun with it. Brütal Legend takes that just a touch too literally. Double Fine so desperately wants you to love their multiplayer that the entire singe-player campaign is a training mission to prepare you for multiplayer. The final units and mechanics are all finally nailed down for the player in the penultimate battle. I’m not kidding, you can’t do everything until right before you fight the final boss. It goes against everything that “we,” the player, knows about games. When you play the campaign in StarCraft, haven’t you gained access to the entire tech tree after maybe four of the ten missions in the campaign? Maybe I’m wrong and this isn’t true, but it’s certainly not right before the final boss.
I see what the intention is. Strong multiplayer drives down the resale of games. Pre-owned game purchases are money lost to the developer. We’ve seen this trick already, EA, it’s why Dragon Quest made you grind for ages and why DLC and special pack-in unlocks are so prevalent in the games of today.
Back on message, the problem with this structure is that I didn’t want to play multiplayer once I finished. I’ve yet to boot it up once. That’s not to say that the game is terrible, it’s just not mechanically sound (and, lo, we now have a pattern that we can apply to Schafer).
“The road is fuckin’ hard, The road is fuckin’ tough-ah” -Tenacious D – “The Road”
“The road is fuckin’ hard, The road is fuckin’ tough-ah”
-Tenacious D – “The Road”
Before I dive even further into the mechanics, perhaps a look into the raison d’être for Brütal Legend, its story, is in order. I should start by saying that the most surprising thing about this game is that the player is controlling Eddie Riggs, not Jack Black. Despite his tendency to be Jack Black in almost every role he plays, credit has to be given to Tim Schafer and Double Fine for writing him as someone completely different. There’s not one “skedoosh” uttered by Riggs in the whole game and even the part where Jack Black is Jack Black is decidedly restrained and non-Jack Black-like.
So the player controls this guy, Eddie Riggs, who is a roadie for a fictional metal band, Kabbage Boy, that’s all kinds of terrible in the modern, faux-metal, emo kind of way. The intro has this great part where the band starts off with an appropriately epic power cord, only to have a DJ break in with some scratches while the song devolves into a pop-nonsense song about the lead singer’s girlfriend. After saving one of the band member’s lives due to some reckless climbing (all while staying out of the spotlight), Eddie is crushed by some of the stage and his blood lands on his belt buckle, summoning the Metal god Ormagöden, who kills the members of Kabbage Boy and transports Eddie to a mystical world of METAL (if I could make flames burst out of this review, I would). For a guy like Riggs, this is a dream come true since the entire landscape looks something like the album cover to the metal records of old. Demons rule this world and enslave humans, but there is a small resistance group led by a man named Lars that Eddie joins to get closer to Ophelia, a woman he meets when he first teleports in.
The beauty of Schafer’s tale comes from the heavily enforced role of the roadie. Eddie Riggs is not out for glory and, despite the fact that he is the resistance and the main character throughout the entire game, he is not the hero. Maybe it’s Eddie’s personality, but he is firmly devoted to being a roadie and unused to the spotlight. It’s so ingrained in his character, that the narrative only addresses the discrepancy between what Eddie does and what he gets credit for maybe twice and both times he quickly brushes off. The story isn’t about Riggs becoming a hero in a world in which he belongs, which is strange, because it clearly features him uniting humanity and freeing mankind. Instead it’s a (METAL!) love story between Eddie and Ophelia and a damn good one at that.
Both the characters of Eddie and Ophelia are believable and both the dialog and voice acting between Eddie and everyone else is among the best I’ve seen in any game (top marks also go to the Uncharted series, the second of which I played right before Brütal Legend). The metal legends chosen to make cameos (Ozzy Osbourne, Ian “Lemmy” Kilmister among others) do fantastic jobs of being both themselves and (especially in Ozzy’s case) fucking metal. Even the professionals like Jack Black and Tim Curry do some of their best work while industry veterans Jennifer Hale continues to prove that she’s one of the best in the business (don’t believe me? Check out her gameography).
At the end of it all, it’s clear what Schafer’s true strength is: world-building. Grim Fandango takes place in a wholly unique, single-serving world inspired completely by the Day of the Dead celebrations in Mexico with a dash of hell, demons, and the 1920s mafia. Psychonauts takes place within the brains of its cast of characters, with each mindscape inspired by psychology featuring wildly different neuroses, themes, and ideas. Brütal Legend, as you know, is inspired by heavy metal and creates a world where bass notes can heal, guitar strings are crafted by metal spiders, and guitar solos have the power to literally melt faces off. In each case his brilliance and creativity shines through and the player never wants to leave. He is unparalleled in this respect.
Brutal Legend draws itself up proudly. “I am a bastard child of the schizophrenic postmodern age. Know only that I am metal, and that I was forged from the raw materials of innumerable genres. No single acronym can contain my all. I am pure hybrid.” -Chris Clemens. “At the Gates of Genre“
Should Tim Schafer give up on games? I refuse to go on the record as saying that Brütal Legend is a bad game. Trust me, it’s not. On the other hand, it’s also not very good. It’s wild hybridization of multiple game styles and mechanics don’t combine for the better and the game winds up a jack of all trades, but, well, you know the rest. No one aspect of the actual game mechanics make me want to boot the game up again. Melee fighting is shallow because only two buttons can be allotted (you need to be able to control your troops and play guitar with the others). Driving is just a faster way of getting from point A to B and feels unsatisfying.
Quick Aside Time
I understand that this is hard and that resources are better spent elsewhere (not to mention that invisible walls serve to keep the player within them), but we, as gamers, need to take a stand against the goddamn trees in video games. How many fucking metal :throws up horns: nitro boosts did I waste because a thin, pathetic looking tree turned out to be The Epic Tree of Arrested Momentum. Seriously, if you’ve got small logs that I can drive through at low speeds, then why can’t I drive through a thin bit of underbrush? Then again, my car can fall thousands of feet and take no damage, so maybe my car and the trees are made of the same mystical, physics-distorting material.
Back to the review…
I can go on ad infinitum about every system in the game: the guitar solos are shallow, the RTS-style mechanics are frustratingly imprecise, the quest structure is repetitive, and the collectibles are annoyingly difficult to track and collect. Tell me Schafer, if I’ve got a map that automatically draws itself as I discover new parts of the world, why can’t it have a toggle switch to show me which collectibles I’ve already found? Ask my friend Ian how many hours I spent searching for the last (of 120) Bound Serpent in the game. It’s MADDENING.
At the end of the game, when evil has been vanquished and all the credit and accompanying hero worship has fallen on Lars and his sister, Lita, we see Eddie drive away, content to be a mere footnote in history, despite being the only reason that the history of that world continues. I return to the question, should Schafer stop making games himself? Wouldn’t he be a much better world designer for other projects? Isn’t Tim Schafer a better Eddie Riggs than a Lars? On one hand, I want him to continue to have the freedom to make his own full, artistic visions come true, but with two consecutive commercial failures under his belt (Brütal Legend has reportedly sold only 200,000 or so copies in Rocktober, but we’ll see what Christmas brings), will the industry keep giving him a chance?
Lars: “What do you do with a bunch of kids that just wanna bang their heads all the time?” Eddie Riggs: *tears in eyes* “You start a revolution Lars…”
Tim Schafer is a rock star. There are few people in the industry who get what it means to craft a world, but the staff at Double Fine, Schafer-included, need to sit down and think about game design a little more. It’s got to be hard to reign in Schafer’s monstrous creative energy, but it would be a good idea to try to focus on getting fewer things perfect in their next game. The sad truth is that they haven’t got many more chances. Most of them could probably find jobs elsewhere, but the only member of their team with absolute job security is Tim Schafer. He will always be a Lars in the industry. Developers would be nuts not to give him top billing of some kind (note that the boxart for Brütal Legend explicitly states “A Tim Schafer game” above the title) and he deserves that kind of praise. So, to answer my previous question, Tim Schafer should absolutely make games, but perhaps he needs to narrow his sights a little bit and focus more on his core mechanics. Less can be more when you have to sacrifice quality.
Furthermore, have I learned anything about hero-worship in the industry? If anything, I think that writing this review has caused me to reevaluate the stances I take for granted on game companies and the artists I love, in general. I still think that the most effective way to lobby for anything in this industry is with consumer dollars, but I’m finding myself increasingly disenchanted with how little the sales from a small, dedicated fanbase amounts to. I mean, look at what my money did for the MLB Power Pros series in America? Given the decision again today, I would still go out and buy Brütal Legend. I like it that much, game mechanics aside, but with only 200,000 in sales, I’m pretty sure it will be a while before Double Fine is able to round up as much capital as I’m sure they did for this game (which may be to their benefit). On the other, Dan-has-learned-something hand, I’m pretty sure that I’m no longer giving everyone a carte blanche license to earn money from me. Metal Gear Solid 4 was such a disappointment to me that it will take some prodding for me to really trust Kojima again. Nintendo has flip-flopped around so much with Mario that I’m unsure where I stand. Mario Galaxy was not the breath of fresh air I thought it would be, but New Super Mario Bros. Wii is a masterpiece of sharp, 2-D game design combined with the brilliant addition of 4-player co-op. I no longer buy mature titles for the Wii. DVD box sets of shows that I casually want to remain on the air no longer get bought. Some things have been learned.
Take Home Review Message: Brütal Legend is a definite rental, but I don’t feel comfortable recommending that you buy it until you’ve tried out the multiplayer.
Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.
There’s been a lot of news this week, so let’s get right down to it.
The Xbox Live Summer of Arcade schedule has been announced and it looks like there are some great games coming soon.
22 July – Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled – A 3D update of the classic arcade and SNES beat-em-up, this game could be fun, but then again, the 3D models just look so uninspired compared to the cartoon and their pixelated counterparts.
29 July – Marvel vs. Capcom 2 – The most famous of the Capcom vs. series, MvC2 was one of the worst kept secrets in video gaming. We’re all excited to see it arrive soon, even if the game makes absolutely no sense and is hectic as hell.
5 August – Splosion Man – Don’t know much about this platformer other than that 1up.com kind of likes it.
12 August – Trials HD – Some motorcycle racing platformer. :yawn:
19 August – Shadow Complex – Epic’s latest project was surprisingly not Gears of War related. This Metroidvania-style game has a lot of promise and a great pedigree. Will it deliver?
English Downloads
The English have figured out something before we did:
Music game downloads are becoming a significant share of music sales.
They’re looking into counting them on the downloads chart to try and track them a little better. I applaud their practical thinking.
My national pride (the 4th wasn’t that long ago) requires me to say, “Hey, at least we figured out dentistry first!” Sorry UK, nothing personal.
Trailer Time!
Some great trailers and videos about Mass Effect 2 and Uncharted 2.
40 Novels?!
While we’re in the vicinity of Bioware coverage, why not mention this alarming statistic about The Old Republic, Bioware’s upcoming (in 201X) MMO.
The good folks at Bioware claim that TOR will be as long as 10 KOTORs. Now, Knights of the Old Republic was a plenty long game, but the scope we’re talking here is, wait for it, forty (40!) novels worth of dialogue that’s ALL SPOKEN. That’s going to be a lot of audio.
L4D2 and Nerds
Has a week gone by since L4D2’s announcement that I haven’t talked about it?
EA and Valve have decided to show off the new game, specifically a campaign called “Swamp Fever,” at next week’s San Diego Comic-Con. This means I may have more news next week to post about. Good on you Valve and EA
Everything Old is New Again
Much has been said of the recent resurgence of the fighting and adventure game genres. The most recent Giant Bomb Bomcast (Downloadable Here) made a joke about how we were back in the 90s with the punchline being something like “All we need is for Starcraft and Diablo to come out again.”
Well Starcraft II is scheduled for a late 2009 launch, but analysts are starting to get skeptical (quite frankly, so am I), especially given statements by Blizzard itself. They want about four to six months to beta test the new game, but we’re already at a point where only five months remain before 2010.
My prediction: mid-2010.
Two Million?! USO!
Dragon Quest IX went and had two million pre-orders set for the game before launch. Guess what, it sold about two million. Lines weren’t as ridiculous as they were in prior years, but it was still something of an event.
I started reading an article on Kotaku about the launch and it didn’t quite feel like it was by Brian Ashcraft as my RSS reader said it was. It sounded more like…well, I watched a video on the story (good read) and pretty much knew by then that it was Tim Rogers. It’s worth reading and it provides a look at what a modern Dragon Quest launch is like in Japan now that players can just pre-order their games at local convenience stores.
UFC…yawn…
UFC president Dana White says “EA doesn’t give a fuck about mixed martial arts.” That makes two of us…
The real point of the story is that White tried to pitch the ridiculously well-selling UFC Undisputed 2009 to EA a few years ago, before MMA was big, and he was turned down. Now he says that if any fighter signs to be in EA’s upcoming MMA title (creatively entitled MMA), they can kiss the UFC goodbye.
This now makes for two (three, counting this one) more paragraphs about UFC than I ever want to see on this blog again, so I will close with Penny Arcade’s accurate rendition of every UFC match ever.
VIDEO GAME BREAK!
SOUR / 日々の音色 (Hibi no Neiro) MV from Magico Nakamura on Vimeo.
Now back to our regularly scheduled programming…
Get ready to say “That’s ridiculous.”
Modern Warfare 2, the sequel to Call of Duty 4, has a special edition coming out that includes functioning night vision goggles. The less said about how ridiculous that is, the better.
Club Nintendo Rewards
If you were a Platinum member of Club Nintendo last year, you can earn yourself a Punch-Out Wii download that will allow you to box Doc Louis, your personal trainer. It’s kind of crazy, but also way cool.
1 Beellion Dollars
You know how EA has that pesky monopoly on football games due to an exclusive deal with the NFL?
Well, according to an economist, that deal has cost gamers about $926 million due to lack of competition allowing EA to raise their prices.
EA thinks this is ridiculous and I kind of agree. Guess what, Mr. Economist? If 2K still had access to NFL licenses, they probably would have sold their game for $60 too.
Looks Neat and Shadowy
That dude, Michel Gagne, who’s famous for leaving Disney and making his own cartoons has got a game in the works and it looks beautiful. Watch:
The game is called Insanely Twisted Shadow Planet and it looks quite good and retro-tough. All of the footage is in-game, apparently, so it also looks pretty kicking.
Hey loyal readers,
I need your help in deciding what game to play next. I haven’t quite gotten my polling software down, so here’s a nifty embedded poll instead.
Which game should I play next?(survey software)
Basically, I want to continue to write impressions about games that I’m playing, but I don’t know which one to move on to next. A little about each of the choices:
Earthbound (Mother 2)
A fantastic, Dragon Quest-inspired RPG series by Shigesato Itoi, Earthbound is fantastic, quirky, and interesting. I played this back when I was in middle school, but I think it deserves reexamining. Ideally I would be hooking up my SNES, which I still have, to get this to work, so that would be an adventure in and of itself.
Suikoden Tierkreis
I’ve never played any of Konami’s Suikoden RPG series, but this DS gaiden-type story is said to have a pretty neat narrative.
Shadow of the Colossus
Universally hailed by nearly every human being who has played it, this game is held in such high regard that it was featured in Reign Over Me because its themes of loss and regret actually coincided with those of the movie. I can only go on without playing a game by Ueda for so much longer.
Mother 3
Held in super-high regard by the likes of Tim Rogers, among many others, the third of the Mother series is chock full of the same light irreverence of Mother 2, but coupled with a somber, deep, dark, heavy story that is sure to tug at the heartstrings.
Chrono Trigger DS
The DS remake of my favorite 16-bit game, you can’t really go wrong with CT. Developed by a dream team collaboration between Square and Enix before they were Square Enix (Squeenix!), Chrono Trigger was the swan song of the 16-bit JRPG.
Final Fantasy IV DS
The Final Fantasy whose release immediately preceded (in the US) my favorite in the series, FFIV has eluded completion from me on multiple rentals. A fine game that I just haven’t had the time to ever finish.
There’s also the obvious choice that you don’t like this feature, which I won’t take personally. If no one likes it, why do it, right?
This poll will remain open until 0000 14 July whereupon I will either narrow it down further or, if one wins outright, simply play that game next.
You can get some of these games at my Amazon aStore!