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Double Fine Adventure Ep. 1 – A Perfect Storm for Adventure [GO/ER]
May 11th, 2012 by Dan

So you want to watch the Double Fine Adventure documentary, but you didn’t back the project? Apparently there’s another way to get involved! The URL is in the video! Enjoy the first episode for free! Throw your phone receivers to hang up!

Tim Schafer and a New, Community-Funded Adventure Game! [GO/ER]
Feb 9th, 2012 by Dan

Some of you may remember when I wrote a whole article about how I loved Tim Schafer (oh yeah, and also a Brütal Legend review).

Guess what, you guys? He’s making a new adventure game with Double Fine and Ron Gilbert!

I’m really excited about this. Kickstarter is one of the best things the internet age ever invented. I’ve helped fund about four projects through it and I’ve never regretted a one. My contribution may have come after they met their $400k goal (in one day, holy cow!), but I’m more than happy to put my $100 down. Can’t wait for the game!

EDIT: Forgot to link the Kickstarter. Find it here!

Happy Action Theater Quick Look [GO/ER]
Jan 23rd, 2012 by Dan

Given the opportunity, yes, I will always post a Tim Schafer video. This is his bizarre Kinect game…it’s awesome.

2010 in Video Games [GO]
Jan 5th, 2011 by Dan

The Super Potato Exterior in Akihabara

Super Potato in Akihabara

As is typical of me, I played a ton of video games this year. Here’s a listing of what I played along with a few short (or long) words on each game. For the most part, this list is restricted to games released in 2010 unless I did not play them until this year. It’s also mostly in chronological order, with some skips here and there.

Mother 3: Definitely did not come out in 2010. I reviewed it already, but let me say that there is significant beauty to this game. Affecting and heartwrenching, this is easily among the best games I played this year. Do not play this on an emulator because the music-timing of the battles is deliciously fun and the time lag of emulation makes that impossible to experience.

Mass Effect 2: The first AAA game of the year. My review trended toward disappointing, mostly due to the way that story was handled in this iteration compared to part 1. Still, an undeniably great game whose heist-story mechanics and plot are unique and interesting in the gaming landscape. I can’t wait for part three in November.

Heavy Rain: Almost as exciting as actually doing the chores your imaginary wife forces you to do in real life. The execution just missed with this one and its plot twist was asinine and felt cheap. If you’re allowed to hear the thoughts of the protagonists, but you fail to provide a logical reason as to why that person is lying to us (himself?), you’ve lost me.

Pro Yakyu Spirits 2010 (Professional Baseball Spirits 2010): My baseball game of the year. I love taking the Carp to the Japan Series each year. I spent countless hours developing my franchise. This game was worth every dollar I spent importing it.

Final Fantasy XIII: Thoroughly disappointing. Expect more from me on this (edits from the future!), but SqueEnix really dropped the ball something fierce here. A game that suffered from complete lack of creative direction. Final Fantasy XIII is the head of the snake eating its own tail that has become SqueEnix.

Yakuza (1, 2, )3: Did not put that much time into this one, but I did play its prequels to completion. Fiercely Japanese in design, I just haven’t found the time to get deep into this gem. I’m sure it’s actually pretty great.

Mega Man 10: It lacked some of MM9’s magic (partially by being easier), but still a razor sharp example of why the Blue Bomber captured our hearts in the first place. Pump Man’s power, while heavily reminiscent of Leaf Man, is deliciously fun to play with. Using it again Solar Man was also tons of fun for me.

Pokémon HeartGold and SoulSilve: It was fun to go back to the best two games in the series. The Pokewalker was stupid, but I have high hopes for Black & White. These games are easily dismissed as rehashes, but they’re still white-hot proof that JRPG design doesn’t have to be needlessly complex to be addictive and elegant.

Alien Swarm: Valve gave me this game for free. I played it maybe twice. Decent fun, but I’d rather play Left 4 Dead 2.

Shin Megami Tensei: Strange Journey: Never beat this game. SMT continues to be ridiculously tough and legitimately mature in their presentation of mankind’s eternal struggles against its darker tendencies. Maybe it’s the first-person dungeon crawling, but something about this game prevents me from ever picking it up most days.

Sam & Max: The Devil’s Playhouse: I’m lumping all five episodes into one entity. I find TellTale adventure games to be workmanlike in quality. With the exception of the last two or three episodes of Tales of Monkey Island, they lack the extra oomph that could make them truly great. That said, The Devil’s Playhouse was the most hilarious Sam & Max iteration yet. From Sam & Max’s insistence on pronouncing General Skun’kape as skunk-ape to their episode-wide fight over what to call the menacing Sam clones (Samulacra or Doggleganger?), these games were absolute riots. Now if only TellTale could figure out how to make them great games as well…

Monster Hunter Tri: One gaming session. The sword swipes pack so much friction it’s beautiful. Despite this, never picked it up again. Got a sick black classic controller out of it. Now if only I played Wii more often…

Super Street Fighter IV: Played the hell out of last year’s iteration. Opted to play other games since it was structurally similar to vanilla Street Fighter IV. Kind of wish I’d played it a lot more this year.

Green Day: Rock Band: Played it once, exported the tracks to Rock Band 2/3, never felt the need to boot it up again. Despite only 1 hour of playtime, unlocked an achievement. Fixing the ‘D’ rank that came as a result on Giant Bomb is the only reason I will ever boot this up again.

Dragon Quest IX: Sentinels of the Starry Skies: Practically perfect in almost every way that a JRPG should be. I understand why the story was left more generic than years past, but the lack of an interesting narrative is what kept me from finishing.

DeathSpank: Played the demo once. Bought it on PC to support Ron Gilbert. Might actually play it one day. It seemed funny.

Comic Jumper: Hilarious in a juvenile way, I slogged through the repetitive, mediocre gameplay just to see more of this game. I think Min “played” this the right way. He watched me beat it and got to enjoy the presentation without having to touch a controller.

StarCraft II: Wings of Liberty: Am I the only person who hates what they did at the end of this story? Sure, it has legitimately far-reaching consequences for the sequel, but I think they’re also legitimately less interesting. Still, as perfectly constructed a game as they come. I fell out of playing it, but it definitely feels like I could pick it up at any time and have fun with it.

Scott Pilgrim vs. the World: The Game: A loving tribute to River City Ransom wrapped up in a franchise that I really enjoy. Sounds like a recipe for success to me. Loads of fun, but, like most middling brawlers, starts to wear on you toward the end as there’s not enough variety introduced in later levels.

Worms: Reloaded: Love Worms. Loaded this up once and never did it again. I’ve hated all Worms interfaces since Worms 2, mostly because they obfuscate and hide customization options more and more as they transition toward console friendliness. I wish they’d put more effort into their PC version.

Dead Rising 2: Case Zero, Dead Rising 2, and Dead Rising 2: Case West: I’ll lump these all together since they are mostly the same game spread out into chunks. The prologue and epilogue (Zero and West, respectively) are just small and feature-gimped enough that they lack the oomph of the full retail release. Dead Rising 2 itself was everything I wanted it to be. A more robust co-op system would be all it needed to be top tier, but I still had loads of fun with it. As a bonus, Min and Dead Rising 2 taught me how to play Texas Hold ‘Em this year.

Civilization V: You probably saw my review where I hated on the terrible AI. I haven’t played since they patched/fixed it, but if they did it right, this game could totally fall back within my good graces. I do sincerely love this game, it’s just not what I hoped it would be and, in its present form, not as good as IV.

Rock Band 3: Harmonix went and made a perfect Rock Band game. Now all I’ve got to do is get my hands on a pro-guitar and I might actually learn something practical from a game that lets me indulge in all my favorite music.

Recettear: An Item Shop’s Tale: Ever wanted to run a JRPG item shop? This indie game translated from Japan is charming and fun, but I haven’t had the time to devote myself to it yet in 2010.

Enslaved: Odyssey to the West: So good until the end. Can a stupid ending mar an otherwise good game? Yeah, kinda. I still loved it for the great acting (weird to say, right?), but stupid ending + sub-Uncharted 2 traversal-style gameplay mires this one in the mediocre bin. The fighting system could also have used a little less frame-lock in its animations (is that what this is called?). Can’t count how many times I died because I was stuck in a seconds-long super attack aimed at the air.

Kirby’s Epic Yarn: Unparalleled artistic vision ties this game together. I haven’t put too much time in, but it seems super easy. I want to play with a friend to get the most out of this. What do you say, Min?

Super Meat Boy: Juxtaposing Kirby and Super Meat Boy is wrong on so many levels. One is like chamber music. Beautiful, complex, but not so complex it’s tough to listen to. The other is kick-you-in-the-teeth, bite off a squirrel head, make you a man heavy metal. Super Meat Boy is so deliciously crunchy in every way that it might be the best game game on this list. Where Starcraft II is perfect with a Beatles-type polish, Super Meat Boy is The Clash; unabashedly punk rock. I love this game. It’s so addictive and fun.

Pac-Man Championship Edition DX: Did I say Super Meat Boy was perfect? Pac-Man CE DX (PMCEDX) is video gaming distilled to its primal essence. Eat a whole train of 30 ghosts and I dare you not to feel primitive fun stir deep within you. Words cannot express how great this game is in bite-sized chunks.

Monkey Island 2: LeChuck’s Revenge: Is it cheating to count a re-release? This is probably the greatest adventure game ever now with a commentary track recorded by the big three: Ron Gilbert, Dave Grossman, and Tim Schafer.

Poker Night at the Inventory: Strong Bad is unbelievably annoying, but banter between Max, Heavy Weapons Guy, and Tycho are always a joy. The second half of this year’s poker lessons were learned here. Now if only I could get straight flush and four-of-a-kind hands so that I can 100% the achievements in this game!

Back to the Future: The Game: The voice acting and atmosphere in this game are both spot on. Unfortunately I hit a game breaking bug and had to start over. That sucked.

Limbo: First played this on 31 December, so it still counts. Deeply atmospheric, but darkly disturbing and difficult for me to stomach more than once a day. I want to go more into that in another post. Unfortunately for the game, I think the controls are a touch floaty, which I mostly find frustrating because I need to beat it dying fewer than 5 times for an achievement.

And that was 2010 in video games (for me). I missed some huge ones (Super Mario Galaxy 2, Assassin’s Creed Brotherhood, Call of Duty: Black Ops), but I think I got a good spread in there. Here’s to another great year in gaming for 2011.

Mother 3 Review [Big N]
Jan 12th, 2010 by Dan

Great Mother 3 art

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

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?

BOING!

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.

One of the most interesting and artistic chapters of the game.

On Tim Schafer, Apotheosis, and Video Game Rockstars: A Brütal Legend Review [Game Overview]
Nov 20th, 2009 by Dan

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

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”

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.

No MLB PP 2009 Again, Cheaper PS3, and More L4D Campaigns! [Game Overview]
Aug 7th, 2009 by Dan

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

I get tired of saying it guys, but, really, MLB Power Pros 2009 is not coming to North America. Nintendo has, yet again, released a list of upcoming titles for 2009 (seen here, from Kotaku)

Seriously guys, it sucks, but we’re not getting the game.

Gamestop Getting Paid

Hey readers, surprise! Gamestop likes to make money. Since they like making money so much, they’ve launched their own digital download store for casual games.

Considering that digital download retail will be the death of the traditional Gamestop, it’s rather forward-looking and a wise business move to get on track with this.

Cost Reduction

Sony has managed to drop the production cost of the PS3 by 70%, a huge margin that can only mean great things for a console manufacturer who was selling at a pretty major loss per unit. With rumors abound about the PS3 slim swirling around and a drastic need for a price reduction, it seems Sony is right where it needs to be to pull the trigger and make something happen to increase sales. Whether or not they do so will remain to be seen.

Trailer Break!

You’ve seen the Uncharted 2 trailer, but have you seen it…in Japanese?

I don’t know about Japanese characterization, but it seems that they’ve lost the lighthearted, scoundrel-like voice for Drake while both Elena and Chloe have voices so similar that I can’t tell them apart. It’s really bizarre to see something so distinctly American with a completely different audio track, but I like it.

New L4D Campaign!

Valve stated that there was a reason that L4D2 was coming out when it was and claimed that they weren’t done supporting Left 4 Dead (obligatory L4D2 reference on this week’s GO). They made good on those claims this week with the announcement of a new campaign for Left 4 Dead called Crash Course.

Our latest adventure for our heroes has been slated as a connecting mini-campaign that bridges the end of No Mercy, in which our heroes escape via helicopter, to the beginning of Death Toll, which begins at a camp site.

It’s a strange shift in philosophy concerning the first game, as the developer commentaries mentioned an overarching narrative idea that they trashed in lieu of just having four independent campaigns. I’m not saying I mind connecting the two games together with one narrative, but the about face is a bit jarring.

Can’t complain about free (on PC) content, though! Go Valve! I can’t wait for L4D2 in November!

Big Money for EA and Other Sales Data

Guess what guys? The Sims 3 sold. A lot. The numbers are somewhere in the 3.7 million copy range for everyone’s favorite life simulator. What’s more, EA’s brilliant idea to cash in on the fitness craze with the more western-focused EA Sports Active has earned them great sales numbers to the tune of 1.8 million copies sold to date.

Other big sales winners obviously include Nintendo, who has already sold 500,000 copies of Wii Sports Resort in America within eight days of launch. Japan has seen a cool 828,000 copies leave the shelves proving that Nintendo still hasn’t lost its edge.

The other two big franchises of Japan, Dragon Quest and Monster Hunter, have seen recent releases. DQIX has hit 3.39 million copies sold this week with 3.5 million copies shipped and the new release of Monster Hunter Tri has already sold 520,000 copies this week. A few games can’t exactly revive the entire industry, but it’s nice to see that the juggernauts are still selling like hot cakes.

Delays

For the first time in ages, titles have been backing out of the holiday launch window to head for the greener pastures of Q1. Unfortunately, everyone seems to have gotten the same memo and not talked to each other, because so many games have been delayed to 2010 that it’s starting to get too crowded out in January and February.

One game whose delay has nothing to do with the aforementioned information is Blizzard’s Starcraft II. Many of you remember Blizz stating that Starcraft II would require a four-to-six month beta test to determine that it was ready. Guess what, we’ve passed the point where six months can still fit comfortably within 2009. As a result, we’re looking at a 2010 release.

I hope none of you were surprised by this, we all knew it was going to happen.

The best news of a game not delayed will come from the lawsuit settlement between Activision Blizzard and Double Fine Productions. Brütal Legend is free from legal limits to its release this fall. Rejoice all ye fans of Tim Schafer.

Seacrest out!

E3 Extravaganza [Game Overview]
Jun 5th, 2009 by Dan

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

E3 is a magical time for video games. So much news happened in this past week that this is gonna be an epic post filled with tons of trailers and news. In no particular order, here it goes:

Look! A three-headed monkey!

First off we have the Monkey Island news again. Tales of Monkey Island will be debuting next month (!) on 7 July from Telltale Games. Yes, it’s super exciting…yes, Telltale has proven that they can have moderate success and timely release with episodic adventure games…but I don’t feel the humor of Ron Gilbert in the trailer.

I just hope the game is quality and we get to see a lot more MI.

Legendary

Speaking of former Lucasarts comedic geniuses, Tim Schafer’s Brütal Legend (mind the umlaut) has had production suspended in what can only be known as a dick move by Activision. The litigious Activision dropped Brütal Legend not long ago when they merged with Vivendi and they claim it was because they never met milestones. Supposeedly they still retain the rights to release the game and will suffer “irreparable damages” for this.

My favorite part of the story, Tim Schafer’s response:

“Hey, if Activision liked it, then they should have put a ring on it,” Schafer said. “Oh great, now Beyoncé is going to sue me too.”

Seriously Activision? You guys look like major tools. I already don’t play much anything by Activision and I just might consider this a permanent decision. It’s unbelievable.

Back in Black (and Red)

Nintendo will be selling the Wii in black starting this summer in Japan and the DSi in red at the same time. Not a bad idea, considering that sales of Nintendo systems have started to lag behind some of the Sony stuff. It’s just the kind of Nintendo thing to do in this situation.

NEW SMB

New Super Mario Bros. Wii is on the way! It will not feature online play =[

Left 8 Dead?

Left 4 Dead 2 is coming! A bit sooner than most expected, that’s for sure, but I think even Valve deserves to make some money every so often.

Melee weapons, incendiary ammo, new special infected, new AI Director sadism, new/updated weapons, and new survivors.

What’s more, you won’t be able to just camp for alarm moments, some won’t turn off unless you advance and complete tasks.

Nick reminds me of GOB. That makes me happy.

Metal Gear?!

New MGS games announced. Rising will be on the PS3 and Xbox 360 and Peace Walker will be on the PSP. I’m kind of bummed about PW being a PSP game, since it focuses on Big Boss, but maybe I’ll end up asking for a PSP for Christmas or something.

NEVER

Funny tidbit from the Nintendo conference

Jedis go Boom

It’s just the cinematic that opens the game, but it sure gets me excited for the release.

Walrus?

Some more The Beatles: Rock Band info.

XIII

Also: Final Fantasy XIV?

Uncharted!!!! OMGOMGOMGOMG

Random Games

OBJECTION!

Tangled up in BlazBlue:

More Samus, No T or A

New Metroid game being made by Team Ninja?! Nintendo will probably keep the ridiculously large, bouncy boobs and thongs to a minimum, so calm down.

Galaxy 2?

New Mario Galaxy game. 90% new levels, some old ones remixed.

As a corollary, no new Zelda or Pikmin games announced today. Maybe next time.

Fallout 3 DLC


Alan Wake…FINALLY

Seriously, this game has been in development FOREVER.


Heavy Lluvia

Still looks good.

Sunny Gold

Coming to the DS is Golden Sun! The RPG is BACK! I hope this iteration is more interesting.

Misc News

Social networking was the big theme of the conferences. From Facebook on DSi and Xbox 360 to Twitter making an appearance on the latter too, it seems like the next big thing.

Microsoft is also offering full games on demand on Live for real, non-MS point money.

All in all, a great conference. I know I missed some big news, but, hey, you’ve got the internet too, so quit being so damn lazy. Now if only we could rush to the fall and make these games come out already!

Game Overview: Pre-Current Gen PC All-Star Runner-Up
Jun 26th, 2008 by Dan

Yeah, I know I told you that this would be posted last weekend, but things got a little hectic with my travel plans, so I decided to hold off until the day before the big finale for this one. I know you’re all on the edge of your seats waiting for the announcement, so let’s get right to it.

The final game of this category comes from a dying genre whose brief golden age drove the development of narrative, graphics, and voice acting. Here are some more clues:

1. The recently VERY troubled studio that produced this game used to put out tons of games in this genre, but has since abandoned the genre to produce games based on the very lucrative movie licenses it owns. If you’re sharp, you already know the company and genre I’m referring to at this point.

2. The protagonist of this game has the unique ability to hold his breath for 10 minutes at a time. Astute readers already know the series, but now need better clues to narrow down the game.

3. This picture will help the less savvy readers figure out the series.

4. Final clue: This game essentially retcons the previous games because the original series creator was not at the helm. Hence, the actual secret is still unknown to this day.

Our one and only runner-up in this category is the incredible Lucasarts classic, The Curse of Monkey Island

Runner-up The Curse of Monkey Island

I should clarify a few points before I get into the CMI love, namely regarding the series creator, Ron Gilbert, and the last great Lucasarts adventure game, Grim Fandango. Ron left Lucasarts after Monkey Island 2: LeChuck’s Revenge along with the other writers of the series, Tim Schafer and Dave Grossman. So, as mentioned before, the remaining team members were more or less forced to retcon and/or disregard story put forth by Gilbert, Schafer, and Grossman to further the plot of their own game. I will openly admit that, despite the awesomeness of CMI, MI2 is actually the best in the series, story and scenario-wise, but that doesn’t mean it should beat CMI on this list, in my opinion.

Also important to mention, to me, is the superb Grim Fandango. Written by the brilliant Tim Schafer, GF is one of the best adventure games I’ve ever played with an epic, funny story, great characters, and an amazing setting but it just doesn’t meet the intangible bar that CMI set, mainly due to the fact that it left less of an impression on me.

CMI just has something about it that will instantly make you love Guybrush Threepwood, so even though it can be beaten in individual categories like the story of MI2 or the setting and plot of GF, CMI is just more fun to play.

No doubt feeling some pressure from the shift in graphical style of the King’s Quest series with their seventh installment, CMI shifted to a cartoony, almost Disney look with its portrayal of Guybrush and the world around him. Gone were pixelated sprites, in were scenes and animations geared toward making you think you were playing a cartoon. If you really think about it, we’ve had cutscenes since the early days of video gaming, but most of those were rendered in-engine (nowadays some series do still render cutscenes in-engine (Half-Life, Metal Gear Solid) as a stylistic choice). CMI featured fully animated cutscenes in a seamlessly integrated art style to the in-engine graphics. Needless to say, it was and, to a degree, still is a beautiful game that makes the player feel like he’s controlling a cartoon, ages before cel-shading would start to become mainstream.

More important to the in-game immersion was the choice of Dominic Armato to voice Guybrush Threepwood. The prior two games were still a little early in the computer game timeline to feature voice acting, but I honestly believe that Gilbert, Schafer, and Grossman would be hard-pressed to find a voice actor better than Dominic Armato to voice the lovable pirate. Say what you will about the direction the series has headed since the loss of the original brains behind the series, but Armato was the best man for the job. His voice just jives with the goofy, inept, clueless, and sarcastic nature of Guybrush so well that it’s hard to skip dialog even the nth time through the game just cause you want to hear him say the same goofy lines the umpteenth time. The rest of the cast is also well-voiced, but Guybrush is the standout role, as he should be.

Plot idiocy aside, the writers for CMI definitely didn’t slack in the humor department, with snappy one-liners filling the game from opening to closing coupled with sight gags, brilliantly written insult swordfights (complete with rhyming!), and the only in-game song that could possibly give “Still Alive” a run for its money. CMI had it all in the days when the adventure game was fresh, fun, and, most importantly, still considered a viable genre. Aside from Telltale games, it seems that no one is interested in adventure games any more. That being said, it’s not like today’s gamers aren’t being tricked into playing them nowadays, between the Phoenix Wright games, Professor Layton and the Curious Village, and Hotel Dusk: Room 215 at least plenty of Nintendo DS gamers are still able to get a small adventure game fix. With Ron Gilbert getting Hothead games to publish DeathSpank, hopefully we’ll see a bit of an increase in other adventure games. Sure would be nice, I miss the genre.

Here’s one of the best in-game songs you will ever see, complete with some Insult Swordfighting:

A little fun at the expense of the KQ series:

There you have it, another era summed up in a few games. I’m not saying that these are the only good games, just that they represent some of the best. Be sure to tune in tomorrow to see my favorite games of the current generation.

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