Last week in Barnes & Noble I stumbled across the book '1001 Video Games You Must Play Before You Die'. I'd read a capsule review and the writer liked the book, feeling the only downside was that no one is going to agree with a lot of the choices, which yeah, no 'list' a reader didn't write is going to line up with his or her choices. The most positive thing they said was that the book was valuable as a historical overview rather than as a chance to validate the reader's own favorites, which is almost always what 'best of' lists are used for... validation... not as buyer's guides.
Anyway, I flipped through the book and the production values were good, the book was thick but not super-gigantic, and the few reviews I skimmed seemed okay. I wouldn't expect any of them to be incisive. The book needs to cover a thousand and one games and they're already winners in the eyes of the writers' just by being included, yes?
So I bought it, a sale and my B&N membership cooperating to bring the price way down for a fat hardbound.
Then I get the thing home. Peter Molyneux introduction. Ugh. Even if I'd noticed that blowhard's name on the cover... which I didn't... I probably would've bought it. Introductions don't affect the contents. Then as I'm flipping through the book... hmm it IS probably useful as a history lesson, the editors wisely choosing to organise the entries by year of release. So you can see the evolution of gaming, graphical fidelity, complexity, etc pretty clearly from pictures or text. But what's this? Seems like an pretty big selection of British computer games are in here.
Now I'm not knocking the UK's contribution to video games. Rare used to be a force to be reckoned with as a developer and I just recently sung the praises of a Codemasters racing title. UK coding houses are the rival of anyone anywhere. However, when it comes to seminal video games, the Brits seemed determined to fly the flag for the Spectrum, Amstrad, Acorn, BBC Micro and whatever other plastic brick with a keyboard got a limey boy's weenie hard in the 80s. English, Scottish, Irish, and Welsh game writers don't typically say their homegrown games are superior to the rest of the world's or anything like that, but the UK had a whole slew of home computers that the rest of the world knows very little about. They are writing to their domestic audience first and that means including the game machines they grew up on. But the impact of games like Spindizzy, or the Saberman games on the rest of the video game world is minimal at best. I love Retro Gamer magazine, but when they tell me about the profound effect of the graphics in Knight Lore, I have to recalibrate that statement in my head to mean 'in England'. So the plethora represented in the book puzzled me. For about twelve seconds.
It took about that long to find the list of contributors and scan down through about a third of it. My suspicion was confirmed, and as I ran through the rest, it was pretty clear that the book was basically written by Edge Magazine. I knew the main editor worked at Edge (as told to me by the text on the back cover), but given the huge scope of the book, and the budget it appears to have had, I figured he'd pretty well cast a wide net looking for input.
Nope. And if you have read anything about gaming mags in this blog you probably will have run across the fact that I am no fan of Edge. They are like the video game equivalent of the Grey Poupon guys. Snotty and grey. They are the prime examples of a group of game writers who appear to have totally forgotten what it is like to have fun. Their work is literate, but unbelievably pompous and frequently fickle. It's like the magazine has a goal of bringing legitimacy to video games (unnecessary) and have decided that talking down their nose is the way to do it. I want Graham Chapman to rise from the dead and give them a good verbal thrashing for it: 'Oh oh, putting on airs are we? Oh, we're all posh now? Oh oh!'
Interestingly (and refreshingly), this book doesn't read much like Edge itself does. No, these guys have decided that these games 'made it' in their eyes, so they no longer dissect the fun out of them. So the blurbs are pretty positive. But I'm just kind of cranky I gave money out to Edge, more or less. I used to buy Edge occasionally but I've pretty much quit now that GameFan is going again. I also know that what I want in a game, what I think is influential in a game, and it ain't what Edge and its house policies think it is. So now I'm dealing with a diametrically opposed editorial policy on top of the minefield of personal opinion and judgement.
So, somewhat useful as a history, but be warned even apart from the limitations of any 'best of' list, the book is British, so you will get an inordinate amount of entries that UK pundits think are important. There looks to be little to no American, European or Japanese contributors. The editors do have the majority of games derived from outside the UK... I was actually surprised to find a few entries from Commodore computers which had Apple versions... those two machines would be the American nerd-stiffening computer experience of the 80s. You also have the filter of Edge taste, laid over the choices... and while they are not being overly-hard on any of the games in here, readers from other countries might be scratching their heads. No Space War? No Computer Trek. No Metrod (the first one)? Nothing from Castlevania 'til the 4th installment. No Phantasy Star. These are all games that changed the face of gaming globally AND all games that still have dogged adherents today. Okay, there probably aren't many Computer Trek players, but it sure as hell had as much influence as Eamon, which IS included in the book!
The title of the book makes you think the games will all be quality, but that title is a bit misleading. The games are all good or WERE good to at least a segment of gamers at one time, but they are not all interesting or even playable by today's standards. The book is really about influential games in its first third or so, and then the rest of the book could be argued to be 'good games' by today's standards because modern gamers can mostly stomach the graphics and mechanics from about the PC-Engine/MegaDrive era on. The general editor admits this in the intro, but I guess calling the book '1001 Most Influential Video Games' just didn't have the same impact as the chosen title. And really the book almost has two sections as I said. One title isn't directly appropriate to the tenor of both parts.
Whatever. I'm not in marketing.
I'm not going to throw the book out. It isn't terrible. In some ways I find it perversely gratifying to read so many Edge people being so positive. And in certain moods I am interested to read about the UK tree of video game history, even if there's so much Speccy talk thrown about. To be honest, I'm not really a fan of computer/PC based video gaming anyway. I got out of it after the Apple II computers fell out of fashion. So ANY list book from any country that is comprehensive enough to include computer games is probably going to have a lot in it that I could care less about.
Consoles only. Keep it simple. Or as simple as it can be when our consoles now have hard drives, internet, NetFlix, and can interface with our computers.
Ugh.
Monday, March 7, 2011
Thursday, March 3, 2011
A Renaissance: Bullet Heaven
Strania
What is with all the shooter (STG or shmup) releases now? This was (and by many still is) considered a dying video game genre. But man, is it ever coming back into vogue!
I'm one of the original video game dinosaurs. I dabble in all sorts of genres but my gamer's heart belongs to those styles I dumped so many quarters into back in the day. That means driving games, platformers, fighting games, and forced-scrolling shooters. All of these genres have evolved from the old days... not just graphically, but also the goals have gotten multi-layered, the simulated physics more important, the scoring more complex, and the narrative behind the action more detailed. But the core game mechanics are still the same as ever. In driving games you race your car to beat opponent racers. In platformers you still run and jump and grab items while killing (or knocking out) enemies. In fighting games, you still just work to defeat an opponent or the opposing team, no matter how complex the movesets or over-the-top the supers. And in shooters you still just pilot your ship killing almost every enemy that comes onscreen while managing the state of your powerups.
I love STGs. Ancient like Galaga, old school like R-type, golden age like Battle Garegga, or modern bullet hell like Mushihimesama Futari... it doesn't matter. Not all shooters are good, mind you... there are shitty or boring ones... but I willing to give anything in the genre a try at least. Enh, maybe not the ones on handheld game machines. I can't really hang with little d-pad/cross-pad.
In any case, since the golden age of the shooter in the mid-90s when the great old houses Psikyo, Raizing, and Toaplan folded (or just quit making them), there has been a significant drought. Occasionally a franchise sequel (Raiden IV) or a remake (Raystorm HD) would appear. Only Cave, rising from the ashes of Toaplan and Raizing, and a few other stalwarts, like Milestone and G.Rev, have kept the STG flag flying, year by year being relegated to more specialised, cult corner of the video game universe but still cranking out new games.
In recent months though, something has clicked with Xbox 360. From fairly early in the lifespan of the console, there've been shooters old and new. Not a ton, but every so often one dropped for eager players, sometimes even from one of the big companies, like Konami releasing Otomedius G. Cave decided at some point to see if conversions of their arcade games would bring in additional income considering even in Japan arcade sales were in decline. They licensed brutal old shooter Dondonpachi Daioujou to another company, and brought Deathsmiles out themselves. I don't know the specific profitability figures or margins belonging to any Cave release, but they indicated to Cave that ports of their arcade games was the way to go. Inspiring a slew of non-Japanese customers to buy JPN consoles, Cave have also prompted some of the most active online discussions, fired up collectors, and almost single-handedly revived the STG genre for home audiences. I'm not going to say there have been no other impactful shooter releases since the 90s. Of particular note are all the Triangle Service and G.Rev releases on the Dreamcast after that system was pulled from the market. But the huge upswing we are experiencing at present has to be laid firmly at their door.
On the heels of the success across multiple titles that Cave has had... they typically release or license for release about two or three games a year... we now have loads pouring in from other companies. Konami, G.Rev, Qute, and German nutters NG:Dev Team all have released or are imminently releasing new games. And Treasure, developer-gods almost as crazy as Cave, have their own shooter titles in progress, something they haven't done in ages.
Dodonpachi Daifukkatsu 1.5- Cave
Dodonpachi Daifukkatsu Black Label- Cave
Muchi Muchi Pork & Pink Sweets- Cave
Akai Katana Shin- Cave
Otomedius Perfect- Konami
Bullet Soul- 5pb
Eschatos- Qute
Strania- G.Rev
Radiant Silvergun HD- Treasure
Fast Striker- NG: Dev Team
Sturmwind- RedSpotGames
Bangaioh HD: Missile Fury (yeah, this one isn't literally an STG, but it has a ton of similar elements and appeals to the STG audience)
I know I'm missing some still and didn't even try to list the various indie shooters that have come up like Revolver360 or Lethal Judgement 2.
One point to be made is that an Xbox 360 is pretty much mandatory to exploit this list. The NG: Dev Team titles are for the Dreamcast, and some of the XBLA titles like Strania or Radiant Silvergun could show up on the PlayStation Network, but if you want modern shooter titles getting the Microsoft console keeps it simple. It is the platform developers of niche gaming genres have decided to go with even though sales of the machine in Japan are decidedly low.
You'll have even better luck if you just plunk down a bit more cash and get a JPN-based Xbox 360. I can't tell you how many online posts or blog entries I've read from some gamer who is lamenting the region protection on some goshdamn shooter he wants. Get a friggin' Japanese box and be done with it. It is more expensive, yes. Most, not all USA games are playable on the thing. So in some cases you would have to buy a Japanese or Asian version of a game and these may also cost more. Here's a list of games that I want, bought, or for some reason checked, that the USA version does not work on my Japanese console:
Kengo Zero
Gundam Musou (any chapter)
Fist of the North Star
Quantum Theory
Nier
Import Tuner Challenge
These titles all come from Genki, Square Enix, and Koei Tecmo. So it is reasonable to assume one would have problems with ANY title from these companies. Shit from Capcom, Sega, or any Western-based outfit like EA, Bioware, or Codemasters all work fine, assuming you are talking about an NTSC title and not PAL. None of the original Xbox (not 360) titles I've tried; Halo, Return to Wolfenstein, or Panzer Dragoon Orta worked. I had to buy Japanese versions of all of those.
But if shooters are your thing and you don't want to sit around waiting and hoping the lastest shooter is going to appear in the USA, the positives outweigh the occasional inconvenience. All other shit, like XBLA, Netflix, all of that, work exactly the same regardless of the platform's country of origin. I have two XBLA accounts on one machine, one for the Japanese marketplace and one for the American. I've read many people who are dreading having to do this to get some of the DLC for shooters, but jiminy christmas it isn't that hard and you only have to do it once.
Recent days are looking so good for shmup fans that I don't know where the time and money will be found to take advantage of it all! Wait, that's not a complaint!
(pic kyped from jeuxvideo)
Wednesday, March 2, 2011
Nerd-Stick Part Deux
I got the proper part in (thank you Gremlin Solutions in the UK) and finished off the modification of my Xbox 360 joystick, the HRAP EX. My daughter helped me on this part of the project, as she did with the buttons two weeks ago, proclaiming that snipping the wires to the old Sanwa stick was ‘cutting the nerves to the brain’.
I really didn’t want to have to solder, especially since their was ten-year-old child I wanted to keep involved. The switches on the new Seimitsu stick have flat pegs (blade connectors if you will) that internet searching told me could take a certain type of flat connector. So I hunted all over town for some female quick-disconnect ends that I could crimp on to each wire and as luck would have it, after every other outlets items were all too big, Radio Shack came through.
The disconnect ends themselves fit the Seimitsu stick perfectly. The end you push the wire into for crimping was a bit problematic. The wires off the ribbon cable were just so small. You had to really crunch down on the connector ends to get them to hold onto them. It looked a bit odd to see the smallest quick-disconnects in town sticking off the end of each tiny gray filament, but it worked. I almost got everything screwed back together when I realized the stick seemed short sticking up from the top of the faceplate of the unit when I was testing it on a game to make sure it all worked and the directions were correct.
I then remembered something I’d read when researching this project in the first place. The flush-style mounting plate that comes on a Seimitsu LS-32 stick isn’t quite correct to go into a HRAP. The SS-style mounting plate that I needed (named for the curvy cross-section of each end) actually comes on the LS-32-01 stick that I originally bought… y’know the one with the useless connector (and PCB). So I was okay on having the right part, but if I didn’t know better I’d swear there was some sort of evil afoot with the makers of the HRAP. If you want to swap in a Seimitsu stick you need the body of one model with the mounting plate of another?
Anyway, the SS plate nestles the top of the Seimitsu stick right up where it is supposed to be, so all worked out. A green ball top added on, and my daughters small hands to help me close up the case. I’m glad I went back in and fixed the plate because the difference in height switching between the two HRAPs would’ve driven me nuts.
The green of the joystick top and the A button don’t exactly match Microsoft’s more leafy green that is the Xbox 360 hallmark, but that’s okay. Controls on Japanese candy cabs in arcades tend to have bright party colors, so that’s what this green is, but it is close enough.
As I said in the first part post, the big push for me to do this was because I was having assloads of trouble pulling off double-hadouken motions in Super Street Fighter IV. I was hoping the characteristics of this Seimitsu joystick would help me. While I was waiting for this new stick to arrive I happened to re-read one of the online tutorials at shoryuken.com and happened upon a paragraph that I completely overlooked before. The author was swapping out his Sanwa for a Seimitsu (on a PS2 HRAP) for the exact same reason. I was inspired to try it by shooting game fans’ describing shorter, more precise movement capability. He got good results so that only made my waiting that much more difficult.
Now that it was all together, I didn’t waste any time testing it out. For STG/shmup games you can definitely notice a difference during quick direction changes. There is a lot less of a dead zone (virtually none really) when the stick is centered. For SSIV, I’m still not awesome at complicated command motions in the game, but I can get them out with at least twice the frequency after one short session. The flip side to this is that I have to be less sloppy or I’ll inadvertently move a way I don’t want to. A quarter circle for a hadouken is MUCH easier to accidentally turn into a forward jump if you push a little up past the 3 o’clock mark on the stick.
The new buttons are nice too. The original Hori buttons weren’t a problem, but these definitely feel less mushy.
All told, the whole thing, both joysticks, went well… and I’m pretty happy with the results. No glaring difference in appearances from the originals, but the play is the thing and that seems quite improved. It took a month from start to finish, but only two evenings and one afternoon were actual work. The rest was waiting on the mail. As I said in part one, I’m not actually enamored of this sort of work, so if I had to get another HRAP I’d probably get the EX-SE model that has all Seimitsu parts to begin with.
Gamercard Note
I only had it up a short while and I'm already removing my Gamercard insert that sat in the right column there. That's because Morgon, the guy that runs the service has shut it down. Best of luck to him at whatever else he is doing. It was fun while it lasted.
A Couple of Conquerings
Race Driver: Grid
Last week I finished Race Driver: Grid (alternately known as just GRID). After the drying-up of new racing games from Japanese developer Genki, I decided I needed to try a new route (heh) to get my racing fix. I did some investigating, reading reviews and playing demos before finally settling on GRID, Codemasters mixed-discipline racer.
Codemasters has a lot of racing games under their belt, including the extensive TOCA Race Driver series of which GRID is supposed to be the most recent chapter. I've looked in on TOCA at different times actually buying one for the PS2 at one point, but it just didn't catch my fancy. It emphasized sports and touring cars which are my favorite forms of formal real-life racing, but the narrative in the game just didn't click with me. I really like racing games making things personal. It is one of the reasons I think Genki's driving games have it all over stuff like Gran Turismo or Forza. But TOCA puts you in the shoes of a specific character with specific motivations and that, perversely compared to other types of games, actually served to de-immerse me. But my understanding before buying GRID (and demonstrated in a demo) was that it personalised your experience (gave a loose narrative or leveling up experience) without slapping it into a drama.
Obviously the particulars of this game must've clicked for me because I've just played it through. It was actually one of the most immersive video games I've ever played racing or otherwise. Codemasters absolutely hit on the formula for making it about YOU with a fun ladder to climb through the ranks, but without forcing in some melodramatic story points. The drama is on the track where it really counts, but pretty exciting during down time too, when you are managing your sponsors, or seeing that you've been challenged by the everpresent villains of the piece, Ravenwest Motorsports. A big part of this is the mechanism whereby the in-game speech addresses you by your real name... a feature officially labeled 'creepy' by my kids, but that really made everything in the game much more personal and affecting.
And then there is the driving itself. There aren't tons of cars. There aren't a lot of tracks. But each car is so lovingly detailed. Each track is so realistically presented. The sounds and bumps when you are jostling in the pack, particularly if you have an over the hood or in-car camera view (look at that shit, the pic I posted at the top of this entry). And the radio communication from your crew chief and your on-track teammate, though repetitive and sometimes inaccurate, is pretty well done. It is unbelievable how intense the driving got at times. Codemasters also made a couple of decisions about the opponent AI that I have to applaud. It had some drawbacks which I'll detail below, but this is one of the few times outside of Genki racers where I felt almost like there were people in those other cars, complete with mistakes made and tempers lost. Most racing games the opponent drivers just hew to the racing line as if there was no one else on the track. They will robotically race the same way every time. In GRID, opposing drivers sometimes push hard to get ahead of you and then neglect to check up enough in the next corner and skid wide, sometimes crashing outright. If you're in the back of a twelve car pack it might seem you'll never get past everyone, but the opponent drivers fuck each other over so frequently, that you'll almost always have a shot. Compare to typical driving games where cars form packs and because they don't spin out, AND because damage isn't taken into account really, the way you usually have to get through the pack is by unrealistically crashing and grinding your way through them.
Not only do you not need to do that so much in GRID, but given that this game DOES model damage, you really can't. Or at least you really have to be judicious about it. I also give props to Codemasters for not (seeming) to rely on rubberband AI. This is the annoying tendency built into racing games for computer opponents to suddenly exhibit supernatural abilities when they fall behind. You can see it in some other types of games too, most notably fighters where a computer-controlled opponent plays twice as fast and pulls out inhuman combos when you've beaten them in the first round of the possible three. In GRID when you get ahead you can stay ahead by the same interval if you keep driving consistently.
All that being said, the game has some annoyances, and they are tied to some of the same things that make the game great. GRID has the appearance of a simulation-style racer as opposed to a so-called arcade racer, but it IS actually skewed to the quicker arcade-style model. There is no tuning. So when you pick a car, if you don't like how it handles, tough shit. You can't change it. All you can do is get by until further in the game and more cars are unlocked.
This rarely presented a problem for me, but there were a few categories of races that made me wish for tuning. On the one hand, it's nice that the cars do all handle with noticeable differences. On the other, a driver wants to emphasise one thing or another in a car, making changes for certain tracks or variables like weather conditions. With GRID if the car you are driving is too slippery to be really effective on a twisty track... you gotta suck it up. In most sim-style games you could use the suspension settings to dial this out of the car. The compensation in GRID is that each individual race can have its difficulty turned up or down. So while I felt a bit guilty about it, after struggling with open wheel cars and club car races (Tuscan TVRs drive like little lead ingots on skis), later in the game I notched the difficulty down one pip. I just don't have the time or wherewithal to learn the nuances on the classes of cars that handle so radcially different to all the others. Turning down the difficulty turns down the speed and aggressiveness of the opponent drivers so that if you don't drive quite so accurately you don't suffer as much for it.
The flip-side of the driver AI: GRID models and reflects damage. It isn't comprehensive enough to drive the game into full-on realistic simulation territory, but it is significant. Through all the years I've played driving games damage modeling has just not been a real factor. Most games just haven't done it. It requires intense processing power, particularly if you want multiple makes and models of automobiles in one race, AND you need the car manufacturers to agree to it if the game is based on street cars. Most car makers are not all that keen for a game to show their car flipping around with the doors and tires flying off. TOCA games did show some damage but it didn't affect performance much. In this generation of video game consoles we now have the power to model damage extensively and realistically... even to the point of wreck debris littering the track laps after the original accident. I've always thought prior to this that I wanted damage modeling. It would just add that much more realism and drama. Playing this game shows me it isn't an all-good addition.
Codemasters knew bashing around trying to race without getting your vehicle disabled was going to be tough, particularly on scads of gamers weaned on Gran Turismo, where you can literally ride on an opponents doors all the way around a tough corner. So even though AI drivers can screw up in GRID, the developer still included a now-famous time-rewind function that lets you to roll back up to ten seconds of driving to allow yourself to re-drive to avoid a bad slip or game-ending accident. The lower you set the aforementioned difficulty setting the more of these rewinds a player gets. As I've said in previous posts there's no way a racing game can simulate a lot of the tactile aspects that really help a driver in real life and this game also shows the limitations on duplicating the visual aspects. Because gamers don't have four screens set 360 degrees around their seat, you've got a button for looking back, and the right stick lets you turn your virtual head to look out the side windows. But compared to the glancing, quick-snap method one uses in real-life to acquire and process all the information; mirrors, rear window, side windows, guages, road feel, etc... the different views in-game are highly disorienting and I found myself basically NOT using them. Since the AI players presumably DO have all of the computer's awareness of what is going on around them, essentially they get the benefits of 'using' all the views correctly, the rewind function is a really cool way to offset this advantage.
So with a rewind function, AI drivers that screw up, adjustable difficulty per race, and pretty good fixed tuning on all cars I gotta say GRID ironed out pretty much every potential frustration while still presenting a fun, challenging game. The only real unaddressed gripe I have with the game (and one a GRID sequel could easily fix) is that the computer opponents seemed 'dim' in how they treated some car types, particularly the prototype cars. In muscle car or touring car categories there is, in real life, a certain amount of jostling and bashing for position, particularly in the first turn of any given race. The cars are built similar to street cars, have sheet metal skins, and don't go uproariously fast. But prototype cars are purpose built race cars usually with a lot of carbon fiber and aluminum. They are fast and tremendously expensive. Yet in GRID, the AI drivers were bashing me around the same as in touring car races. Needless to say the results of a mild shunt at 190 miles per hour in a lightweight prototype are hugely different to one at 60 miles per hour in a fat Dodge Challenger. In the open wheel races the opponents seemed aware that you can't just smash the huge fenderless tires into each other, but in prototypes this sort of care was sorely lacking. And minor though it is, it grated because I really REALLY like real-life prototype racing a la the various Le Mans series LMP categories.
I would highly HIGHLY recommend this game to racing enthusiasts. It does so many things right, I find racing even after completing the campaign to be almost as fun as when I started. My son feels the damage makes the game too difficult... yet he is compelled to try because it just FEELS like the closest thing to being in a race yet. Great stuff. A word of warning though: I'm not really much of an online competitive player so I can't comment on how the online versus racing is... but I've read that it is pretty rough. All versus gaming online suffers from so-called 'griefers' the people who deliberately try to wreck other players' experience. GRID with its damage and its ability to easily wreck out of a race seems a prime target for this sort of abuse. There is a code that allows one to turn damage off, but I don't know how prevalent the use of it is. I didn't get access to the code until I finished career mode, so GRID doesn't give you THAT easy out during the single player campaign.
Illbleed
In a completely opposite direction we have Illbleed for the Sega Dreamcast which I finished nearly the same time as GRID.
Illbleed is one of those titles that on paper doesn't read like it would be a very good game, particularly to modern gamer sensibilities, but the weirdness was so compelling that it just forced me on and on to get through it. 'Kusoge', literally 'shit game' in Japanese is a term used to describe a game that is low-quality or has serious deficiencies and yet is considered fondly or seriously by some segment of the gaming community. That might be for character/licensing reasons, uber-difficulty, nostalgia, or a bizarre sense of humor. Illbleed isn't literally a kusoge in MY book, but it is just the sort of game that could be to some gamers and mostly for its strange, borderline disturbing, plot and visuals coupled with weird mechanics. It is certainly NOT unplayable or beyond-belief difficult.
In simplest terms it is a third-person survival horror action game. Unlike early Resident Evil episodes, the camera is only fixed during combat. Most of the time it follows around behind your avatar. This means that the game can't really use a forced viewpoint or unseen areas to provide shock scares. You can move your view to wherever you wish, so nothing is going to jump out at you like RE's famous window-breaking dogs. But Illbleed does manage creeping menace pretty well, at least at first. After a while, when you've got a good handle on healing item stock and how mortal your character actually is, much of the suspense and anxiety goes away, but the narrative gets wacky and unpredictable to make up for it.
The story is that you are navigating your way through the various areas in a deadly horror-themed amusement park. There is a cash reward (in game terms, duh) for doing so, but the money is secondary to rescuing your friends who went in ahead of you. Originally, your character Eriko had zero interest in going to the park because your Dad used to run a haunted house attraction himself and you've been there and done that. This of course, makes you the ideal person to go rescue your friends when this amusement park appears to have gone all lethal. Eriko is basically skeptical and has nerves of steel.
The game that follows on is, by turns, funny, creepy, and puzzling. Like a dream or a bad drug trip filtered through Rob Zombie's garish take on B-movies. The tale in each area is a take on a horror or fantasy movie plot cliche, but each level plays out in a unique and hallucinatory way. By the time I was done with the game I'd seen faces pushing out of blood puddles, pieces of pork and chicken chasing me around on a giant grill, a tree that eats people, and a parody of Woody from Toy Story battling a huge demonic version of Sonic the Hedgehog. The pic above is a spider boss with a head for its abdomen. All of this is interspersed with overly-copious amounts of bloodletting and an awesome soundtrack.
If you're like me all that stuff would only drive you on to seek out and play the game. Hell, that's exactly what it did in my case. But there are complications. I bought this game during the actual shelf life of the Dreamcast. I started playing it soon after, but the play mechanics were off-putting. Illbleed isn't actually about running, jumping, and shooting the ghoulies. It requires a methodical, exploratory approach. Eriko has all kinds of vital signs that need to be monitored. The game tracks her heartbeat, blood loss, health, etc. And keeping all of this stuff within safe levels is quite an exercise. The game also gives you a pair of night-vision goggles called a 'horror monitor'. You use this device to set off traps and scares ahead of time so that Eriko won't be shocked or injured when she actually gets to the triggering point.
When I originally started playing the game, this all seemed a huge load on the player and not really what I was after in a horror-themed game. But recently when I felt like playing something 'different' I gave it another go. The Dreamcast is capable of some pretty astounding visuals (think Ikaruga), but a lot of the console's titles have sort of glossy early PS2 graphics... which is appropriate considering the DC just precedes the PS2 chronologically. Illbleed is hardly cutting edge visually. In fact, it's pretty ghetto. But most of the time, that only adds to the games charm. Same thing with the mostly crap voice acting. Climax/Crazy Games is obviously not a big budget game maker, but in Illbleed's case a lot of the cheesiness seems very much deliberate. Only Eriko really looks and sounds 'normal' with a polished character model and mostly okay vocals, an anchor amongst all the confusion and strangeness. I think the choices made in the game just reflect a very Japanese take on the appeal of low-grade horror films... and LSD trips.
Once the player wraps their head around the not-at-all-obvious way exploring is done with the horror monitor, and the way one has to monitor Eriko's life signs like a crack trauma team, there are still some really odd choices the designers made in other ways. Sometimes these choices just fit right in, like playing jump rope with a murderous doll. Other times the mechanics seem needlessly old-fashioned and can be pretty frustrating. Mostly this comes from combat. The controls are a variant on the old Resident Evil scheme and they come with similar movement and collision detection problems. They are functional and the game usually gives you a way to get out of combat encounters (a rescue helicopter!!!!), but this game isn't so old that a more workable fighting system couldn't have been implemented. There are a number of places where it seems Eriko just can't connect with an attacking enemy, but of course they have no problem ripping the shit out of her.
The save points are also really infrequent. This doesn't normally bother me because I kinda feel today's gamers with insta-save all over the place are being enabled right past a video game's challenges. But in Illbleed, even accustomed to Eriko's precarious life functions in the first few levels (you get the hang of managing them), the deliberate pace of the game meant huge stretches of time between save points when I really needed to quit out and get onto the business of the rest of my life. A few times I had to leave the DC on to do something else, which sucks because the game penalises you monetarily, the longer you take getting through a level... and the clock ticks even if the game is paused.
Anyway. Through all the quirkiness, this time I persevered and was rewarded with a game experience I won't soon forget. There are multiple secrets I missed, and I didn't get the best ending, but I felt pretty triumphant just getting through such a bizarre, often confusing video game. I had to consult an online walkthrough twice to figure out what the game actually wanted from me. Now that I understand so much more about how the vital signs and horror monitor work... not to mention being much more practised at fighting... I could see myself having at this again to do better. I wouldn't say the learning curve is super steep, it is just that the game, and what it expects from the player, are so different to everything else out there. And the manual is pretty much no help at all.
Illbleed is like a lot of the movies I watch when it comes to defining its target owner. Not something I can just recommend to anyone, but with the right audience the positives would outweigh the frustrations. If you have fair patience and really liked Rob Zombie's House of 1000 Corpses, then this is probably the game for you.
Labels:
Dreamcast,
GRID,
Illbleed,
racing game,
review,
survival horror,
video game,
Xbox 360
Friday, February 18, 2011
Complete Nerd-Stick
Ever since I started playing on home consoles, I've had to buy a joystick for use as a controller. The need stems from all the arcade playing I used to do before the NES resuscitated the console market from the post-Atari days. Joysticks... really crappy ones... were the standard on the old Atari 2600, the most popular home machine before the NES. But I didn't get into the 2600 too much... or the Colecovision, or the Intellivision, or the Atari 5200. My video game time was spent on quarter munchers.
There were some different input devices scattered around the arcades. All-button layouts for a lot of games. A steering wheel for any driving game. A spin knob for Tempest. A trackball for Centipede. There were cool custom devices like the the periscopes for Battlezone or Sea Wolf. But mostly it was a little knob or bat-shaped stick jutting up from the panel and with it you moved Pac-man around the maze or alternately blasted aliens and rescued humans in Defender. It was a simple, durable way to translate directional inputs, leaving the other hand free to push whatever buttons were needed.
When the Nintendo Entertainment System came out, I got the little brick 'd-pads' just like everyone else. I wasn't TOTALLY unfamiliar with the concept because years before I'd had a friend with an Intellivision. I'm not sure why the Intellivision pads are considered so awesome now. Back in the day I hated them so much I wanted to jam them up a stray dog's butt and then shoot the dog, hoping the controller got crushed in the death throes. The NES pads were better (to me) but it wasn't even a week later that I tracked down a Toys 'R' Us carrying official Nintendo joysticks. And these things were pretty damn awesome at the time. MILES better than the Atari 2600 stock versions. They worked with every game and made every game better. I think the only NES games I didn't use them for was Pinbot and other pinball simulators because it was unnatural to move a stick for the left flipper and push a button for the right. With the d-pad you could 'press a button' for both flippers to make it much more like actual pinball.
When I upgraded to a Genesis, there were no joysticks immediately available. I was pretty frantic. There had to BE joysticks released, since I was not a particularly early adopter of the console, but it was like a month or two before I could lay my hands on some. So before that happened I took a fairly heavyweight screw and drove it right into the middle of the directional pad on the Genesis controller. It stuck up about an inch, and it made all the difference in the world. It was not super comfortable... I got a pretty sore thumb nudging the screw around instead of cradling a joystick in the hand as I normally would... but it was a workaround that kept me from dying a bazillion times trying to learn how to get along with a d-pad. And when I finally did get the real joysticks, again my enjoyment of the console skyrocketed. And these were some goshdamn cool-looking pieces of hardware too, all-black with lights above the buttons. Both these and the NES sticks had turbofire buttons, which really helped considering that, as cool as the joysticks were, their base size and button placement didn't allow me to hammer the fire controls with anything like the speed and stamina I could manage in arcades.
So in the years since, every time I've bought a new game console I've immediately gotten a joystick (or two) to go with it. I don't use them for every game any more. When Sega released the analog pad for Sega Nights on the Saturn, I finally started using the type of analog thumbstick controller that everyone else had been using for months on their Playstations (the predecessor to the dual shock controllers that are synonymous with Sony now). The thumbstick was kind of like the old screw I put in my Genesis pad, only a lot more comfortable. Hours spent on the Dreamcast (bought after the Saturn, I skipped the PS1 for awhile) made me finally tow the line and become comfortable with a non-joystick.
The thumbtick based analog controller is now the standard. Even the unconventional wiimote has a thumbstick on its nunchuck accessory.
Except there are still certain types of games that absolutely suck balls on a regular controller. The games that still adhere to oldest (some would say *shudder* 'most retro') game mechanics.... namely 2D fighting games and 2D shooters. I'd argue that 2D platforming games and beat 'em up/beltscroll fighters are also WAY better with a stick, but you can at least play them competently on a pad. I understand there are gamers who can play shooters and fighters very well on a standard controller but I don't know how they do it, especially the ever-present-in-fighting-game shoryuken/dragon punch motion.
So, uh, guess what kind of games I played to death in the arcades AND on home consoles. Yep. 2D fighters, shooters, and platforming games.
My kids are totally unfamiliar with joysticks. By the time my oldest could even muster interest in video games, the PS2 was the dominant machine. So all they've ever really known is dual shock controllers and their antecedents. I have the pads to all my old consoles, so if they feel like jumping in the wayback machine and play some games on the Genesis, the d-pad (screw now removed) is pretty similar to the cross-pad on their Nintendo portables. But when I'm playing... or when I drag a joystick out for a specific game on a newer system, you'd think I was bringing a musket to a drug war. Much eye-rolling and snorting is sure to ensue. It isn't enough that I like those stone-age style games... and that includes RECENT shooters or fighters like Dodonpachi Daifukkatsu or Super Street Fighter IV... I have to drag out the stone axes and flint arrows with which to play them.
The derision reached something of a crescendo recently when I decided to upgrade my PS2 and Xbox 360 joysticks. I don't mean upgrade as in purchase better ones... I mean upgrade as in replacing parts. This is a level of fanatic nerd-ery the likes of which my daughter thought she'd never see me display in my home. I think she'd have been less affected if I'd cosplayed Evangelion pilot Ayanami Rei at an anime convention. My son, however, was intrigued. He has always been something of a 'fiddler'. He loves buidling models, taking stuff apart, or messing with Legos. In racing games he spends more time playing with color schemes and decals for his cars then he does on the actual driving. These joysticks are big too, Hori Real Arcade Pro models, so the idea of cracking them open and working on the guts was like asking him to help me work on real-life automobiles. I asked him to second 'the surgery' on one stick and my daughter to help me with the other. I wasn't trying to foment love for the joysticks amongst my children, I just thought this would be a cool and very different activity for us to bond over. And despite the utter nerd-ity of the project, my daughter also wanted to get in on it. Just to 'help me do this correctly' of course.
The Japanese company Hori makes a line of controllers for all makes of video game consoles, but they have a particular rep (and cult following) for their higher-end line of joysticks. These frequently use the same parts as the candy cabinet style arcade machines still found in Japan. In the case of the two sticks under discussion, both have Sanwa JLF sticks, the most frequent model found on fighters, and Hori's knock-offs of Sanwa buttons.
The 'need' to do this upgrade has been borne out of my frustration playing Super Street Fighter IV. It has been quite a while since I've put any emphasis on getting good at a 2D fighting game, but the new SSFIV is pretty awesome. However it is the first game of its genre that I've tried playing on the Xbox 360. I haven't done BlazBlue or any of the HD Capcom remakes on the Xbox Live service. I might be a little rusty, sure.
I've never really had problems executing any of the command motions in any previous fighting games, from any company on any system. But wow, I am having the devil's own time executing commands on this game, particularly the double fireball motion needed for most supers and ultras. My understanding is that the timing window to execute these commands is very forgiving. I've had no issues managing the same mechanics in various Street Fighter III iterations on other platforms, which is supposedly much more strict. I *think* my problem is the size of the 'throw' on the HRAP (Hori Real Arcade Pro) stick that I use on the 360. I think the time it takes to do the full range of motions goes outside even the timing window because the stick has to move very far in order to register each direction/point. I think the actual proper points the stick needs to hit are not quite all the way to the outside of the stick's range of motion... so in effect the map to get out the command is kind of smaller than the area the joystick moves... and I'm too old and impatient to sit there and fuck with this and learn it when all other fighting games I have DON'T have this 'placement' problem.
Because I play a lot of Cave shooters, small precise movements of the joystick are a must. Online the consensus seems to be that the short throw of the standard Seimitsu brand arcade joysticks are the best for these sorts of games. Short throw equals quick changes in direction... EXACTLY what seems to be required to overcome my problem with SSFIV. It appears the distance the Seimitsu sticks need to travel to engage each direction is smaller than the Sanwa sticks that my HRAP comes with. My play with Cave shooters could stand improvement but was never so bad that I felt like spending the money to upgrade to Seimitsu parts. But being unable to access a primary mechanic in SSFIV pushed me over the edge. My abilty to tap buttons quickly has never been a problem (my kids ALWAYS hand controllers to me for button mashing sections of games), but I figured I'd replace the Hori buttons with less-mushy Seimitsu versions as well.
The kids helped me with the modifications... small hands equals useful... and I'm really pleased with how they've turned out so far. I say so far because I actually got the wrong replacement stick for the Xbox 360 HRAP. From the outside the two models (HRAP 2.0 for the PS2, HRAP EX for the Xbox 360) look really similar apart from the colors, but actually the PS2 stick uses an easy slip-on molex connector for the wiring, where the Xbox 360 version is soldered. Which I didn't know. Seimitsu makes replacements in both slip-on (LS-32-01) and soldered (LS-32), but the soldered one ain't here yet.
The finished PS2 HRAP is pictured above. The original had all bright red buttons and a bright red ball top to the stick itself. I changed the button colors to match the color coding of buttons on stock Sony controllers. It makes the stick gaudier (though not brighter actually), but I then put black buttons corresponding to the controller triggers and a black ball top all to compensate for the color riot. Having the correct colors on there was done in the first place because onscreen prompts or quick time events can get confusing when your buttons are all red AND not placed the same way they are on the pad. I've also got a Dreamcast and an Xbox 360 with their own button color schemes. I'm not even going to try to memorise them all.
I'm not having fighting game troubles with the PS2, but I thought I'd give the new Seimitsu stick a whirl with one just the same. There is a noticeable difference in the ease with which the moves come out for me. The stick is a bit stiffer, and it has a smaller dead zone (the amount of travel the stick can move from center before engaging a direction). So subtler motions net the same effect as the unmodified stick. If my impression holds true, this should fix my problem playing SSFIV when I can get THAT stick changed out... hopefully next week. We've already done the 360's buttons.
Perversely, and probably temporarily, this little project has gotten my son all interested in joystick-necessary games. Up to this point, he hated almost all 2D fighters (doesn't like command motion inputs) and was indifferent to shooters and platformers. Now all of a sudden Gradius V and Thunder Force VI on the PS2 are hot commodities. And of course he wants his own joystick. If this interest holds up and we wind up having to get him one or two, the irony will be that I would probably give him the ones we've modified ourselves and I'd just get myself new HRAPs... but this time I'd get some specials that already come with Seimitsu parts (like the HRAP EX-SE). Modding these was fun, but I did it mostly because it was less expensive than buying new joysticks. If we're going to get new ones anyway, might as well get 'em already done. Unlike the kid, I'd rather spend the time playing than fiddling.
Thursday, February 17, 2011
Tastefully Distasteful
I have to admit that despite the incredibly unpleasant subject matter in the film The Heart Is Deceitful Above All Things, director Asia Argentor (yes, THAT Asia Argento) actually handled the most lurid aspects of the story with some decorum. That doesn't really lessen the punch (or shock value) but it did bump the film up into the watchable category for me... though this is really the sort of movie you watch to make you feel good about your own life and feel blessed if you had decent parents.
Two other reasons to watch: See what those wacky Disney Channel twins the Sprouse brothers got up to before becoming family friendly. When other kids try to break away from their Disney image AFTER they get older... doing something edgy or adult, the Sprouse twins manage to do it big-time while they're little before they even go to work for the Mouse. Also if you are unfamiliar with the JT Leroy controversy, this films extras give a lot of insight into why it was a big deal to some people. The real JT, Laura Albert, went to A LOT of trouble to put up a smokescreen. I guess she's actually the 'Speedie' hanger-on that you see for five seconds.
Two other reasons to watch: See what those wacky Disney Channel twins the Sprouse brothers got up to before becoming family friendly. When other kids try to break away from their Disney image AFTER they get older... doing something edgy or adult, the Sprouse twins manage to do it big-time while they're little before they even go to work for the Mouse. Also if you are unfamiliar with the JT Leroy controversy, this films extras give a lot of insight into why it was a big deal to some people. The real JT, Laura Albert, went to A LOT of trouble to put up a smokescreen. I guess she's actually the 'Speedie' hanger-on that you see for five seconds.
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