Thursday, March 31, 2011

Star-Struck




Sega really only ever marketed one video game console successfully; the Sega Genesis here in the states or The Mega Drive as it is known most everywhere else. Every other console they’ve launched has either lived in the shadow of a more successful machine or it has just flat tanked without really giving the competition much of a fight.

Sega's machines have been good, with really good games available. I don’t have much experience with the Master System or the Game Gear, but the Saturn and the Dreamcast have seen many MANY hours of play time in my house. Many games on Sega consoles were exclusives or were the best versions to own. But Sega made serious errors in marketing, timing, or the direction for their products.
I was definitely a Sega adherent at one point. Probably not up to the level of fanboy by today’s definition of the term, because while I definitely kept track of who had what advantage when Sega participated in the so-called console wars, I didn’t actually diss any other machines. I didn’t own a Super Nes or a TurboGrafx-16 during the Genesis era, and I didn’t own a PS1 during the Saturn era because I simply couldn’t afford multiple consoles and still buy as many games as I wanted to. But I thought the console-bashing was pointless since it was the games that mattered. My only negative feelings about any other system or fanbase was the little spurt of envy whenever a game I really wanted came out exclusively for a machine I didn’t own.

Since then I’ve picked up a PS1 and downloaded SNES and TG16 games on the Wii Virtual Console. Sega got out of the hardware business when they pulled the plug on the Dreamcast, but they are still a software powerhouse, releasing games for every system currently sold, which would, of course, include former rivals.

Amongst the parade of failures from Sega, sits one machine that seems particularly derided. The SegaCD (or Mega-CD as it is known in Europe and Japan). This console… console add-on really since you have to have a Genesis/Mega Drive to make it work… embodied everything that could be wrong with a video game console all in one shot. It was expensive. Its major marketing push was a new-ish gimmicky game tech (like Kinect, but in this case full-motion video or FMV). It promised hitherto unseen graphic and aural heights that weren’t actually new or were not frequently accessed by developers. Etc etc. You can read all about the system’s tragic history online, no need for me to reiterate that shit in detail. Ironically, with the SegaCD and the 32X (a plug-in for the Genesis) Sega essentially demonstrated that add-ons designed to boost your system specs really don’t work. Since this time, hardware companies don’t usually try to extend the life of dying consoles with upgrades, they simply come out with an all-new machine.

Looking past all the hype of the time, what the SegaCD offered was really an opportunity for bigger, more expansive Genesis games. The TurboGrafx-16 already had a CD-based edition, but not much was done with that beyond upgraded audio… real instrument based soundtracks instead of the bleepy-bloop music of rival consoles. So at the very least you’d get ‘bigger’ sound. The SuperNES had more colors on display than the Genesis (though it was slower to move the graphics) and hardware-based scaling, so Sega fans were expecting ‘bigger’ visuals to rival that console while maintaining the Genesis characteristic play speed. The storage capacity of a CD meant that you could have massive numbers of levels or huge casts of characters.

But in reality, this was rarely ever accomplished. The SegaCD WAS capable of many of the claims, but exploiting it was beyond the capabilities, desires, or budgets of many game companies. The idea of having an orchestral score in your game sounds all well and good but who is going to pay for that? Where’s the money coming from when formerly you were paying a small-time musician for some chiptunes? That's not to say there were no good games. There were quite a few. Some, like Sonic CD, delivered the goods in graphics, sounds, and size/variety. Others, like Android Assault, are great games, but could’ve just as easily been Genesis cartridge games apart from the soundtrack.

I actually own a number of the better SegaCD games, and really the whole point of this post is to draw some attention to a particularly good one that I’ve gotten back into. Recently I bought a Genesis with a hardware modification to allow it to output S-video and stereo sound. Hooking my old Genesis up to my current hi-definition TV setup was an exercise in disappointment and eyestrain. Every other old console had had cables upgraded to look good. Even Genesis Virtual Console games running from the Wii looked fine. Never mind trying to get my kids to understand why the Genesis was so great, when they couldn’t get past the fuzzy ghosting visuals. So the mod made a huge change and since the SegaCD outputs through the Genesis, its graphics carried right along in the same improvement.

This sudden leap up in fidelity caused something of a Genesis renaissance between my kids and myself. Suddenly Mickey Castle of Illusion and all the old Sonic games were wondrous displays of hand drawn animation goodness. And on the SegaCD, Earthworm Jim, Robo Aleste, and that kid and dog from Panic! live again. Totally badass. And the game I wanted most to get back to was Core Design’s Soul Star.

Core Design, famous for inventing Tomb Raider, seemed to be one of the few companies willing and able to realize the potential in the Sega CD. Battlecorps, Thunderstrike, and Soul Star are all fast-scrolling 3D showcases for the console. I like all of them, but Soul Star is a particular favorite, and in all the years I’ve owned it, I never completed the damn thing.

Consider THAT particular goal accomplished. Now that I have played it several times, and finished it on all difficulty settings I’m appreciating this game all over again. Soul Star is a third person 3D shooter. You move your ship up, down, left and right in the foreground while firing at targets coming at you or moving across the background. How your ship moves and controls varies with the stages, but you generally have the same powerups; several different types of weapons including a screen-clearing 'bomb' and replenishments for your shield.

Core Design was an English developer, and with most of their games a British aesthetic is very apparent. Soul Star is different. It is a speedy sprite scaling game that looks, at times like Sega’s old coin-op Space Harrier or the lesser-known Taito game Night Striker. But look closer and you’ll see that far from the ground stages having simple checkerboard or roadway patterns for terrain, many locations have sophisticated ‘skins’… like a texture map laid down on the flat surface. From that terrain artwork various sprite obstacles, rocks, buildings, or turrets, stand up appropriately from the surface. It is really quite impressive to see it in action. Check a Youtube video. Also many of the enemies have a decidedly 80s anime, that is to say Japanese, look to them… particularly referencing artists like Masamune Shiro of Appleseed fame. Almost every level has some glistening humanoid mech as a mid-sized enemy to comes skating along the ground towards your ship firing the whole time. The use of color also goes quite a bit beyond the ‘gritty’ colors schemes that try to be grounded in reality in western games. Much of the game has an almost painterly approach to the skies and starfield backgrounds.

In fact, there are tons of little aesthetic touches that seem commonplace now, but were just awesome to me back in the day. The huge tractor beam animated in the sky of the water planet. Debris falling from the ceiling of a hovercraft level as a self-destruct timer counts down. Flying over the surface of the sand planet, after you’ve passed through the initial wave of popcorn enemies and ground installations, a giant carrier appears in the sky and starts dropping shit. First these mechanical ground worms that try to collide with you, then mines, then shooty robots. Periodically the carrier itself has a big lens iris open on its hull to shoot little needle bursts of light at you from a mile away. Then it takes off and you enter another field of turrets and rocks. All the levels have distinct ‘sections’ like this that flow from one to the other. In the space levels you might have to pass through an asteroid field, and then a large orbital construct, before eventually descending to a planet… and it all comes at you in one contiguous action with small almost unnoticeable blips of load time from the disc.

And then there’s the soundtrack. Almost any mention of this game is going to include the awesome soundtrack. The sound effects are okay… but the music is outstanding, really setting the mood. In any other game, music this fine might push an okay game up to the realm of good, but this game doesn’t even need the help, it is just the icing on an already delicious cake.

If there’s anything to actually complain about (for me) in the game it is probably that the system gets overwhelmed by all the shit going on, very common complaint about 3D games that can be heard even today about recent releases. It doesn’t make the game unplayable but the stuttering frame rate can cause a bit of confusion when it comes to dodging enemy bullets. Also your ‘hit box’ is big. Really big. In fact you can be hit by stuff that just comes really close, not always seeming to need to hit your sprite. Your ship is fairly speedy so it isn’t too hard to put extra margin for error when you move out of the way… but in some levels where you are slower—as a hovercraft or walker—this can get pretty annoying. When piloting the slow free-roaming levels I frequently adopted a strategy of clearing out most or all of the enemies from long distance before moving in to accomplish the level’s goal. Some reveiwers have complained about the controls, particularly for the hovercraft form, but I didn't have a problem. Once I got use to them I found myself making pretty intricate maneuvers in the thing.

It may just be me that thinks this game is the cat’s ass. It seems to get pretty good reviews, frequently classed as equal or better than Starfox. But it also seems, most of the time, if I get hyped up on a game, it’s gonna be really expensive to acquire… owing to lots of other people thinking it’s the cat’s ass too. But from what I can tell Soul Star can be had pretty cheaply.

It’d probably take more than one good game to make tracking down and buying a SegaCD really worth it, but Soul Star is really good first choice. Maybe so good it is almost misleading. As I said, most games didn’t come close to pushing the hardware or taking advantage of its capabilities. This game is so spectacular it might make most everything else you’d buy something of a let-down.

(pic stolen from Sega-16)

Wednesday, March 30, 2011

Shout-Out

Y'know? In a post-script to that last entry about Aftermath/Genesis:

I have to hand it to Netflix for even carrying the DVD and so many other releases of a transgressive nature. This disc, and a lot of the other films discussed on this blog, are on many countries banned or censored list. And even if allowed by law in the USA, many stores won't stock them and certainly outlets like Blockbuster (RIP) wouldn't touch 'em with a ten foot pole.

I don't really get to go to horror conventions anymore, the places where transgressive movies thrive and survive. I live to far away now. While Netflix doesn't have posolutely everything, they are an absolute boon to anyone digging around in the far fringes away from sensible film viewing.

Censorship and banning in general really get my goat. I was preparing a post ranting about the restriction of the upcoming Mortal Kombat from the shores of Australia, but seeing as how the aussie government MAY be enacting ratings rules to fix that soon, I've belayed my tirade awaiting the result. I don't much like how Netflix is working to discourage DVD-mailer rentals and shifting more towards streaming, but as long as they keep such hard-to-find films in their listings, they'll keep my business too.

Love Never Dies




Aftermath/Genesis is a DVD release featuring three short films by director Nacho Cerda. Although technically spanish language, none of the films have any dialogue, so the there is no language barrier.

The first film (not included in the title), The Awakening, is a student film Nacho shot while enrolled in Southern California. The plot is very similar to the well-known Carnival of Souls. It isn't bad for a school project, I've seen better, I've seen worse. It serves the purpose of introducing Cerda's questions about death and  illustrates a concept about the actual moment of death. The most notorious segment, the middle film on the disc deals with what comes after.

Cerda indicates in the supplements that one of his great personal horrors is the fear of what might happen to his body after he has died. His fears were not helped when he observed a series of autopsies in person. I don't think fear of what is done with our earthly matter is universal, but I think just about everyone would prefer NOT to consider it too much... even if there's nothing more to it than lying in the earth decomposing.

In Aftermath, Cerda posits nearly the worst possible thing that could happen to your corpse if the circumstances of your death require an autopsy. At thirty minutes long, the autopsy process is about the only thing covered in the movie, but that span is more than adequate.

One can go on the web and find out more details about this film than I care to elaborate right now. The film is shot very well, the sounds are clear (and all the more disturbing for that) and as I said above, there is no dialogue. The music is mostly archived Mozart but effectively chosen. I was very prepared to be disturbed by this film. I'd avoided almost all direct plot references, but one cannot really read anything about the film without at least catching the phrase 'unspeakable atrocities on corpes' or somesuch. So y'know, expecting the worst.

In reality, what the film presents IS horrible and IS disturbing. The lead actor has a really hard time with one particular scene, as shown in the extras, and I can't imagine it wouldn't be scarring. BUT. I had one issue that really kept me from being overwhelmed like so many other viewers. I couldn't believe in the effects.

When you are a genre film buff, one aspect of viewing and enjoying is cultivating an appreciation for conventions, technology, and trends at the time of a film's production. There's a synonymous requirement in cultivating taste in any artform. You don't expect a piece of gothic fiction written in the 1800s or SF from the 50s to be written appealing to modern tastes. Artists today don't emulate medieval church paintings, yet many modern art mavens still find the old works beautiful. You have to place the work, whatever it is, in the context of its time.

In the case of horror films, what scared 'back in the day' may not be scary now. Effects makeup that shocked or looked realistic decades ago may be comical to a modern viewer. But when you watch an older horror film, you may have to substitute admiration for what was achieved for the original intentions of the filmmakers.

The problem for me with Aftermath is that the subject matter requires extensive viewing and interaction with fake corpses, and I didn't find the bodies believable. I have an appreciation for what was accomplished when the film was made in 1994. Considering the budget and tech available it is pretty good. But unlike a lot of horror films where the effect is a brief killing or a short view of a monster, the effects are on display constantly. The doctors performing the autopsies are continually working with them. The subject matter is horrifying, but the immersion in it was really incomplete for me. I have a huge tolerance for bad makeup effects. These makeup effects are not literally bad, they just aren't credible ENOUGH given how much onscreen time they occupy. I couldn't just say 'pretty good for the day' and move on to the next scene. Or overlook a deficiency because it is quickly past. The bodies are always there. Being cut, sawn, moved, etc.  Now I don't have enough experience with dead bodies to really say how accurate the film is with these depictions. For all I know, accident victims change after death EXACTLY as in the film. But I was just too aware 'dummies' the whole time.

The third film on the disc, Genesis, was much more successful to me. Again, extensive prostheses and makeup effects are used, but this time they document transformations further removed from reality and so they feel, to me, more successful.

Genesis is also a thirty minute short. The story of a sculptor who lost his wife in a car accident, and is trying to capture her essence in a tribute statue to her. He succeeds all to well. I liked this film a great deal though there are no real surprises in the narrative. Anyone who has seen the Guinea Pig segment Mermaid In A Manhole, knows more-or-less what to expect here. But the care and professionalism shown in this film go quite a bit beyond just about any horror short I can remember. Ironically, Aftermath would be a runner-up... also really well shot and staged. Genesis is bleak, but not thoroughly disgusting like Aftermath. And to me, much more believable, in the immersion sense, despite the more fantastic nature of the plot.

Only Genesis really bears repeat viewings, but you can watch Aftermath just to say you got through it, if you dare. Enh, I may have just ruined the experience now that I've got you looking really closely at the corpses.

Thursday, March 24, 2011

A Wonderland Of Violence




Holy shit. Golf N’Stuff in Ventura, California still exists! I’d dearly love to drop in and see what that place is like now.


Playing Super Street Fighter IV on my Xbox 360 has really gotten me nostalgic for the arcade ‘olden days’. I’ve actually been a bit choked up at times. I’m getting the same feeling watching the new Captain America trailer that just hit, but that’s a different, though similarly nostalgic story. The source here is SSFIV’s fight request option when you are playing Arcade Mode. You play through the one player game as normal, but people seeking online matches can drop in on your game, just like an opponent could walk up, drop in quarters or tokens, and push the 2P button on an arcade cabinet. The other night I had so many fight requests coming through I barely made any headway on the 1-player game. Which was fine. I was just playing Arcade Mode to practice and kill time waiting for matches.

I mention Golf N’Stuff in the opening paragraph because when I think back on the good old days of arcade gaming that place is the one with the clearest memories for me. There are specific games at other locations that also mean a lot to my history, but their respective arcades sort of blur and aren’t so identifiable.

Back in 1990, I lived in California. I’d been there a couple of years, and had been hired by Games Workshop to help man their store in Santa Monica… effectively the first one ever on the west coast. I worked in Santa Monica but lived in Ventura, a commute of about 55 minutes through Malibu. I owned a NES at home and had bought a Genesis pretty much on its release day in 1989, but I was a player from the arcades first and foremost. So having home consoles didn’t stop me from hitting the game places, of which Golf N’Stuff was probably the best that I knew.

Golf N’Stuff was/is based around a huge miniature golf course with very elaborate setpieces for most of the holes. And a pretty big go-kart track. It also had an arcade with the usual hoop shot or skeeball games, an air hockey table and A LOT of quarter munchers. I don’t know what all is in that part of the complex now, but their website says 100 arcade games, and they list many of the riding, driving, and shooting games that have big hardware with them… the kind of arcade games that dominate Dave & Busters or Jillian’s. Back in my memories of the place, the machinery on video games rarely got more elaborate than a periscope, mounted guns, or a steering wheel. Hopefully, Golf N’Stuff also has the good ol’ arcade cabs with nothing more than sticks and buttons too. Or maybe a trackball. Of course I ran through the miniature golf course, more than once. It was way too big and fun not to. I drove the go-karts. But it was the arcade I went back to repeatedly… frequently just going to the park for that.

They had tons of games. My first time there was overwhelming. Had to try most everything once. They had three-screen Darius AND Ninja Warriors machines. They had standbys like Rush ‘n’ Attack, Shinobi, and Galaga ’88.. There was the super-tech game at the time, Hard Drivin’. After the newness wore off, I settled down to just a fraction of the games, putting a lot of hours in on Space Harrier, Outrun, and Spy Hunter.

I think the game I played the most was Strider. I was determined to 1CC this game. The closest I got to that was clearing it on the second life of my second credit. I just couldn’t get through that last upside down section, with the moving spikes and robots before the last boss rush, without losing two lives or more. I’m still going to insist there’s some luck involved in getting through that part unscathed.

But there, in my memory, near the middle of the main room was this cabinet with an attract mode depicting one on one combat. It looked a bit like Karate Champ, except mounted on this shelf to the front of the cabinet were these big rubbery looking buttons the size of dessert plates. You used a joystick to move per standard, but then you smacked these big-ass buttons and the force detected determined the power of the punch or kick from your onscreen avatar. This was Street Fighter, people. The original. Later versions of this game switched out the giganto-buttons for a six-button layout in standard-sized components, but THIS is the one I remember:

http://www.arcade-history.com/?n=street-fighter&page=detail&id=2647

I was NOT very good at the game. I don’t think I ever played it against another person actually. It was not a busy game, and I think part of that owed to the fact that the act of looking like a fool whaling away on a game hadn’t yet come into vogue the way it has with Samba de Amigo or the various Bemani games. Karaoke Syndrome. I tried it a few times, got a few victories, but never stuck with it enough to get decent. You couldn’t just credit feed to the end if you weren’t good enough to beat the AI opponents. I remember what Sagat, the boss, looks like from the game, so I guess I probably got that far.

Eventually, Games Workshop asked me to move across country to the HQ in Baltimore, Maryland. So my visits to Golf N’Stuff came to an end. But not before a thunderbolt struck. Street Fighter II. I only got a few games in over what was probably my last time there. There were crowds around this machine. All the serious players seemed to want to get in on this. All the combos, the specials, the tiers and matchups hadn’t been worked out yet. The internet wasn’t pervasive enough for players to have read up on all the strats before seeing the game. I tried Ryu and Guile. But I pretty much fell in love with Chun-Li.

Over in Baltimore, I never really found an arcade that could compete with Golf N’Stuff. The closest thing was a Sega Center that was in Towson north of the city. Arcade machines usually were found in the closet-sized arcades in shopping malls or in the lobbies of movie theaters. But there was always a version of Street Fighter II (CE, Turbo, Hyper Fighting, whatever) available to play. And usually already stocked with players, observers, and on-deck opponents. I remember vividly now how it was to switch out back and forth with other people waiting to play. Not a lot of words spoken. I rarely saw the same players from one day to the next. There were no organized meetings that I could detect. But that didn’t matter. It was intense. Stories from old players about that time are everywhere on the internet. Many of the tournament champs that arose then are still active experts today.

We seem to have no arcades left these days. Home consoles changed the way we game. I didn’t just give up fighting games altogether as arcades got scarce. I went along with the times, got into other genres more popular on home platforms, and just kept plugging away at the one-player-versus-CPU mode of 2D fighters like Samurai Shodown IV or 3D fighters like Soul Calibur. I just sort of kept at it off-and-on as the mood struck me. I’m sure many other arcade enthusiasts drifted out of fighting games altogether without a ready supply of human opponents. With the passing of the arcades and their respective scenes, game genres with fat ties to arcades (fighting, shmups, light guns, etc.) have been largely relegated to niche corners of the video game universe.

But fighting games kept being produced even if the customer base was a small cult. Online play has to fill the competitive void for most players, but it is dominated by massive multiplayer online games and first person shooter arenas. Every now and then SNK would release some special volume of collected King of Fighter games, or a young studio would re-tool a Capcom classic for the HD-generation to download over XBLA or PSN.

For fighting games that niche-yness changed with Capcom’s recent decision to update and revisit their Street Fighter series for real. Street Fighter IV, released in 2008, was a big budget return to the most popular 2D fighting series of them all. Gathering in many of the old favorites and pitting them against new faces, Capcom decided to go with polygonal fighters (like Soul Calibur or Tekken) instead of the venerable hand-drawn sprite approach in portraying all the characters. However they also made two critical decisions that ensured the blockbuster sales that followed. First, the characters are polygonal but have rendered in a very detailed, almost painterly way. Features like hands and feet are more exaggerated compared to their old portrayals… it looked odd to me at first… but there’s no denying the attention to details, and the artistry involved in the shading and modeling. More importantly, Capcom kept the mechanics within a 2D plane. The characters are 3D models, but the camera only moves around them during certain special moves… for drama’s sake really. The game is played along only two axes just like it always has. So you have all the detail and flashiness of a modern game with the tried and true delivery of traditional Street Fighter.


Super Street Fighter IV

Capcom released an update with some tweaks to the mechanics and moves, and several new characters in 2009, with Super Street Fighter IV. Although I bought SFIV, it wasn’t until Super that I really found myself trying to get back into Street Fighter mode. And that only just recently. I’m kind of a latecomer. I practiced quite a bit with good old Chun-Li and some with Fei Long… the Bruce Lee lookalike that I never used in the arcades, but that had grown on me in the various home versions of Street Fighter II and Street Fighter Alpha. I really like the new mechanics and this feels like the most rigorously balanced of any modern fighting game.

When I decided to go online and give versus play a go, I got several rude awakenings. I already knew I wasn’t that good. It had been long enough since I’d played any Street Fighter game, and there were enough differences, that I didn’t expect to be kicking ass. I also knew there’d be ruthless people out there, spamming difficult-to-defend moves, and doing anything to win. That’s fine. That’s part of the game. It is an old fighting game tradition that when someone shows up with some move or combination of moves that supposedly breaks the game, a veteran will come along and take them down a peg. In the absence of real-life experts to demonstrate this, the internet is full of advice and videos and discussions covering this very issue. If you become skilled enough you will be able to handle even seemingly ‘unfair’ characters or moves.

But one thing I didn’t expect was experienced players masquerading as n00bs. I just didn’t consider it prior to playing online. Why would someone who is obviously ‘good’ want to start a whole new account just so they’d get matched up with new suck-ass players and crush them? What would be the point of that? Yet it happened numerous times in my first out. I was bewildered. Here is a guy with zero ranking, but I can’t lay a glove on him and he’s obviously using sophisticated tactics with ease. Surely someone that good would have more pride, wouldn’t they? I have since come to understand that some decent players go to the trouble of starting new gamertags specifically so they try out new characters or new strategies and they want non-expert players to do it with. Someone who’ll have less predictability than the CPU, but will still leave them plenty of openings to try stuff out. I can’t say I respect this very much, but it is what it is. The matching service ‘thinks’ they are novices and so it puts them up against people like me, where they proceed to rip me one before I can blink.

The other shock was losing ranking points when beaten by a much higher ranked player. Before doing this I figured if you played against a MUCH better player (as determined by their points, there’s nothing telling the system about a masquerading expert) you wouldn’t go DOWN in rank. Hell, if you did well you might even gain some rank despite the loss. Nope. If you lose, you drop points. Yeah, if you lose to someone mighty, your points loss is less. But there seems to be very little ‘incentive’ to how the losses and gains work. I’d have created the system to be much more dynamic and encouraging. Even allowing some gains if you manage to do well or even win a round against a vastly superior player… which I did do but it mattered fuck-all to the ranking points. I’m sure a lot of hardcore players think this is fine, and don’t really care if the n00bs (forgetting they were new at one time) ever claw their way up from the ranks of pathetic-dom.

I have since adopted the philosophy (similar to real martial arts actually) that you can learn from someone who beats the shit out of you and to not take the ranking points very seriously. They show progress and all, but getting hung up on the points takes the fun out of it. It’s supposed to be a game. The game has a facility for matching you up with opponents close to your skill level but I wasn’t having much luck with that. That’s what I get for starting so late. It wouldn’t hook me up with other newbies. The lobbies are full of people that are all way better than I am. So if I set the matching to just take whatever I could get… BZANG!… ass handed to me.

After a few days of this discouragement, but before I’d learned to wax philosophical about it, I read someone’s suggestion of using the ‘fight request’ feature in Arcade Mode. So the next night I did that. I started the game with Fei Long on single player, to practice with him against the CPU, with my request parameters set to ‘same skill level’.

This worked out pretty well. As I said at the beginning of this post, it has been, to me, a really fun, nostalgic reawakening of that old arcade excitement. You’re sitting there trying to beat the AI opponent when suddenly ‘Here Comes A New Challenger’ splits out across the screen. You get a chance to re-select your character and his or her ultra, but then you’re off and fighting. I kind of wish when they showed you the gamertag prior to the match you could also see their ranking, but in the main, the ‘same skill level’ setting in this context worked pretty well… much better than it did when I was manually requesting same-skill fights outside of Arcade Mode.

And I’m winning more matches. I still suck, but I’m winning a bit more. I have the hardest time with the relatively new characters… or the ones originating from Street Fighter III which I have less experience with than SFII or SF Alpha. And even when I lose, it is a pretty priceless feeling to wake a better player up by beating them in a round and making them work harder for their victory.

Getting out there and fighting online is an exercise in ego-check for sure. It was pretty frustrating at first, but there have been a few people I had to send a kudo to for being good sports. More than one guy let me have a decent round (without just handing it to me) before wiping up the floor with balls. I think you can do what you have to in these games, and I’m not going to cry over tricky moves and tactics, but a little sportsmanship when you obviously dominate is a pretty decent thing to hand out.

Now that Marvel Vs Capcom 3 just came out and the new generation Mortal Kombat is on the horizon, I may find my pool of potential opponents shrinking considerably. I don’t think it will stay that way. SSFIV is the only one I really feel like being competitive with. Something to do with my old history with it, something about how they’ve worked so hard to make it balanced. MvC and Mortal Kombat have their appeal… I will buy and play both. SSFIV seems to have rather opened a floodgate and now lots of 2D fighters are starting to come out. These new hot fighting games are super-flashy or gory, but they’re usually relegated to novelty status by the most hardcore fighting players, who play them to see everything and unlock everyone… maybe prove their online dominance… and then gravitate back to the more technical shit like King of Fighters and Street Fighter.

I’m not a hardcore fighting game player by any stretch, but I’ll probably do the same thing. Enjoy the other fighters, but always come back to Golf N’Stuff in my living room with Street Fighter.

Feeling Kinda Jorn-y



On the heels of my not-so-positive Katatonia review, I'll post this nicer one. In the same buying spree mentioned before, I also snagged Masterplan's Time To Be King.

On paper, Masterplan should be the height of cheese. German power metal band. Ex-members of 80s powerhouse Helloween. Giant crown on album cover with fist-pumping slogan/title underneath.

Bastard child of cro-magnon metallers Manowar and frilly unicorn riders Rhapsody of Fire from the looks of things. I can handle doses of over-pomp (Royal Hunt) and a switching things up, like Kamelot recruiting Shagrath from Dimmu Borgir to do some black metal rasps within their usually Renn Faire stylings, can go a long way to establishing some coolness.

Masterplan gets its props past the swords and fairies for two reasons; they can be deadly 'hard' at times with serious chunk to the guitars and whopping double base, yeah... but the BIG reason is the vocalist, motherfuckin' Jorn Lande.

Khan in Kamelot can sing. He's a great singer. Hell, most power metal bands have vocalists with decent pipes... if tending a little too much in the upper registers. But Jorn is the fucking man. He does not get way up high in the shriek-y ranges, though given the power and range he does display it wouldn't suprise me if he could. He has feeling, real emotive power. Masterplan's song subjects range all over the place, but are usually personal or individual. Stuff about love, loss, isolation, etc. They cover the occasional power metal staples about fighting, glory, or evil, but mostly it is Jorn singing about the kind of thing you'd find in other forms of rock music only its done to punchy, galloping metal. This album cover and title is actually kind of an odd choice. Earlier album Aeronautics looks much more sophisticated (read less stereotypical) and seems MUCH more accurate in terms of what you're getting with this band.

Jorn reminds me of Russell Allen of Symphony X somewhat. In more recent years Russell has varied his vocals quite a bit to suit the subject matter of SymX's songs and consequently he's had to reach down for really low or gruff deliveries at times. His recent stuff on album Paradise Lost is much more varied and emotional than the earlier releases like Damnation Game. Some genius saw this same parallel because Russell and Jorne have released some collaborative albums. I like Russell just fine, but Jorn is even better.

He is just so 'soulful' I think. That's a weird term to use for a power metal vocalist, but Jorn does a lot of singing that probably wouldn't fall in that genre... Masterplan ain't his only gig. Actually he left the band after Aeronautics and I figured that was probably the end of my Masterplan purchases. But he came back and really helped knock Time To Be King out of the park. Take your favorite rock vocalist (that doesn't sound drunk or like a girl) and cross them with Evergrey's Tom Englund (or mainstream-ly maybe Bob Seger or Joe Cocker) and you'll get some idea of all the places Jorn can reach.

Metal music by its nature is dramatic. As often as not, over-the-top. Whether it's dark, or pompous, or partying, or gory, metal doesn't really deal in half-measures. Masterplan is not going to make anyone really dig the power metal style if there's absolutely no taste for it, but Jorn will certainly get the listener to forget about that cover. Or that power metal HAS to have kings and dragons in it. Even when he's singing about kings and dragons.

Days And Nights Blurring Together



In a recent spate of music purchase catch-up I picked up Katatonia's most recent album (from 2009) Night Is The New Day.

Katatonia is an extremely accomplished Swedish band whose output is usually labeled doom metal, though they sound pretty distinct from My Dying Bride, Swallow The Sun, or any other staple of that genre. And this is a really good record. REALLY good. Very melancholic, but with some great tempo changes, very heavy in places, and great vibrant production. The critics love it. 'Best ever' many say.

Here's my problem with it, though. It is Katatonia.

What I mean is that Katatonia is so recognisable, and so exacting at what they do, that I'm not finding this album to be any different from what I've heard from them many times before. This newest release might be the highest 'quality' album they've ever done, but I'm just not wowed by anything on here because it all sounds like variations on previous songs. This can, of course, be a problem with any band that has a signature sound. Sometimes I get in the mood to listen to a certain band 'for a while'. Rather than just play a new disc over and over, I'll re-explore their back catalog. Bands like Katatonia suffer in this regard. A new album from them every couple of years is great. You haven't listened to them in a while, and it is like an old friend visiting when you finally pop in the new release. But if you subject yourself to a lot of their stuff, the welcome wears out before you get very far. My problem may be that I listened to two Katatonia albums not too long before buying this. THIS one is better. But not SO much better that particular songs are just sticking with me right now.

Years ago, Katatonia came out with Last Fair Deal Gone Down. That release got a lot of criticism for being too soft, too much of a departure from what fans expected. Think Opeth's mostly acoustic album Damnation and you get the idea... though Opeth escaped fan wrath, probably because they warned everyone before the release date arrived. I, however, think Last Fair Deal is a stellar album, and it is probably the most memorable Katatonia record for me. It breaks from all the other stuff, while still sounding like it is music from the same set of musicians. If Night Is The New Day were the only Katatonia album I had, it'd be a revelation... but it isn't. And ironically if it were the only album I owned it'd spur me on to buy their back catalog, which would of course then show me that their releases all sound largely the same.

I guess this reads a lot more critical than I really intend. Katatonia are good at what they do. And I like what they do. It seems weird to make them out to be a one-trick pony like most death metal or grindcore bands are because they aren't locked into particular instruments, tempos, structures or any of that stuff. The singer Jonas Renske's vocal style is not harsh. He can sing. But everything they do is SO specific to THEM.

I can easily recommend this album to anyone who likes stuff like Anathema or the clean-singing parts of Opeth. But once you buy it, sadly, you've pretty much heard everything they seem to have to say. I think I need to listen to this some more and let it prove out its uniqueness if it can.

Monday, March 21, 2011

The Road's Beginning

Watching the recent film The Road on DVD has me now wanting to seek out Cormac McCarthy's novels. This is the second bleak, but amazing film I've seen based on his work (No Country For Old Men is the other) and it just amazes me now that I've missed out on reading anything by him. Many critics make him out to be a present day Faulkner. Both in eschewing straight narratie convention and in picking out hidden corners of American civilisation (or lack thereof) as a setting.

I'm going to start with Child of God, I think. Short, and if I dig it I'll move on to Blood Meridian.