Friday, December 15, 2017

Film Review: Return of the Jedi

Star Wars: Episode VI: Return of the Jedi
  • Publisher: 20th Century Fox
  • Production Studio: Lucasfilm
  • Release: 25 May 1983
  • Genre: Action, Science-fiction
  • Director: Richard Marquand
  • Producer: Howard Kazanjian
  • Writers: Lawrence Kasdan (Screenplay), George Lucas (Screenplay/Story)
Previously on the SDP, I reviewed Star Wars: Episode V: The Empire Strikes Back, in anticipation of the new movie coming out.  And now, the saga continues.

Previously on Star Wars, our heroes of the Rebel Alliance narrowly avoided capture by the Galactic Empire, with the exception of smuggler Han Solo (Harrison Ford), who was frozen in carbonite and delivered to Jabba the Hutt, a slug-like mobster.  The film starts with our heroes, including Princess Leia (Carrie Fisher) and Lando Calrissian (Billy Dee Williams).  Leia does manage to find and revive Han, but gets caught in doing so, and is taken as Jabba's slave.  You know what's coming next.

You're welcome.  In fact, this fanservice almost, nearly almost, makes up for the musical scene done for the Special Edition onward, which is one of the most excruciatingly painful moments I've ever had to sit through in all of Star Wars.  And this coming from a guy who... kind of likes Jar Jar Binks, just a little bit!  But I'll deal with the Special Editions in a separate article.  For now, Luke Skywalker (Mark Hamill) bursts in and tries to negotiate for his friends' release.  It does not end well; first, he falls into a trap and has to fight off a big monster, which he does.  That taken care of, he and his friends are "rewarded" by being taken out into the desert for execution.  They work together to survive the trap, and bring down Jabba while at it.  It is a scene of swashbuckling satisfaction, although one wishes they gave a more climactic send-off to Boba Fett.

After that burst of excitement, the movie takes a break when Luke diverges to Dagobah, the swamp planet, intending to pick up on his Jedi training where he left off in The Empire Strikes Back.  He returns, only to find his master Yoda on his deathbed.  Before the old Jedi expires, he confirms to Luke that Darth Vader is indeed his father, as well as that he has a sister, whom Luke deduces correctly is none other than Leia.  As with the same scenes in The Empire Strikes Back, this moment is slow on action, but pay attention and you'll really get a feel for the stakes at hand.

When Luke finally returns to the other heroes of the rebellion, they plan a new operation to bring down the Empire.  There is a second Death Star under construction over the forest moon of Endor, which is personally being overseen by Darth Vader (David Prowse, voice of James Earl Jones) and the Emperor himself.  It is protected by a shield generator on Endor's surface, so Luke, Han, and Leia lead a strike team to shut it down.  If they can do that, a fighter squadron led by Lando will swoop in and destroy the Death Star II from within.  Upon landing on Endor, the good guys engage in a speeder-bike chase through the forest, which features some nifty backgrounds shot with time-lapse photography, and run into the planet's natives, a tribe of tiny, furry, teddybear-like creatures called Ewoks.

I have nothing against the Ewoks themselves, but their scenes do drag down the plot.
Back in the good old days, Return of the Jedi was seen by fans as the "bad" Star Wars movie, and the presence of the Ewoks is an oft-cited reason for such.  I imagine their heavy merchandising back in the day didn't help matters.  They had their own cartoon, for the Force's sake!  Of course, now that the prequels are a thing, and the franchise has moved onto bigger and badder things, the Ewok hate seems to have died down.  Maybe it's because I grew up during that post-prequel period, but I never had a problem with the little guys.  Yeah, they do try to kill our heroes at first, and that misunderstanding is kind of a jerk move on their part.  And some of their scenes bring the action down again, without the plot significance of the Luke-and-Yoda scenes.  But, at least, the Ewoks pull their weight in a battle against Imperial reinforcements, taking down Stormtroopers and even a few walker mechs with makeshift wooden weapons.  Implausible, maybe, but establishing the heroes as underdogs, facing a vast power gulf between them and the villains, makes for dashing good storytelling.

Supporting characters like Han, Leia, and Lando have less character development than in the previous films, now that they've been firmly established.  Fortunately, all that evolution has gone to Luke Skywalker and Darth Vader.  Once on Endor, Luke surrenders himself to Vader and is brought before the Emperor (Ian McDiarmid).  The Emperor taunts Luke with the impending failure of the Rebel's attack, and dares him to treat him with a lightsaber facial, as it were, but Luke holds out as long as he can.  At first, I never realised why Luke wouldn't just kill the Emperor and get it over with.  Not only does the Rebel Alliance want him out of the picture, but he's also the pre-eminent Sith (the evil branch of Jedi) Lord of the times.  But after having watched Return of the Jedi again after reviewing its predecessor, I finally get it.  It was a test to turn Luke Skywalker to the dark side of the Force.  Surely a good Jedi wouldn't kill someone with such a passion as the Emperor tries to evoke, assuming it's okay for them to kill at all.  As for the whole "getting himself killed" thing, maybe he was counting on Darth Vader to protect him, which indeed he does.  But even if Luke was actually to kill the Emperor in such a manner, it would only lead to him taking control of the Sith, essentially moving the universe from suck to different suck.

Return of the Jedi takes themes from Empire and turns them up a notch.
This theme had already been explored in The Empire Strikes Back, but is taken even further here.  Just as the Emperor tries to draw out the darkness in Luke, Luke in turn tries to draw out the light in Darth Vader.  In the end, it is Vader who finally kills the Emperor, dumping him down one of those bottomless pits that litter the Star Wars worlds for some reason, and then only out of a desire to protect his son.  Sure, he himself dies from his injuries, but As Vader himself said, "the circle is now complete".  And then he reincarnates as his twenty-something self because... the will of the Force?

Oh, and the shield around the Death Star II finally goes down, allowing Lando and the other pilots to fly inside the half-finished space station and destroy it from the core.  The space battle that takes place in this movie is basically an evolution of A New Hope's capstone conflict, but the grander scale makes a world of difference.  We get to see far more ships on-screen at once, zooming in and out of hyperspace, and executing more complex maneouvres.  They even find a way to bring down one of those giant Star Destroyers, a little moment which is both clever and heavy on impact.  When we first met Industrial Light and Magic they were but the learner, now they are the master.  ...Only a master of special effects, but still.

As for Return of the Jedi as a whole?  After the one-two punch of A New Hope and The Empire Strikes Back, it's hard for this three-quel not to feel like a disappointment.  However, watching those movies beforehand may help you better appreciate its strengths.  The pacing does feel like a roller coaster throughout much of the run time, with more than a few slower moments throughout.  Return of the Jedi is a good ten minutes longer than either of the first two films, and one wonders if maybe some scenes deserved to be cut.  I, for one, would start with the Max Rebo Band scene because, like, gag me with a spoon!  But valley-girl-speak-inducing rage aside, Return of the Jedi offers a mighty payoff for the end of a mighty trilogy.

Positives:
+ An expansion of The Empire Strikes Back's theme of moral duality.
+ More intense and creative battle scenes.
+ Leia's slave outfit.  'Nuff said.

Negatives:
- Some characters have more development than others.
- The pace drops a bit much in the middle.
- The Special Edition changes are, IMO, the worst out of the trilogy.

Acting: 4 Ewoks out of 5
Writing: 3 Ewoks out of 5
Special Effects: 5 Ewoks out of 5
Visual Design: 5 Ewoks out of 5
The Call: 85% (B+)

Wednesday, December 13, 2017

Film Review: The Empire Strikes Back

Star Wars: Episode V: The Empire Strikes Back
  • Publisher: 20th Century Fox
  • Production Studio: Lucasfilm
  • Release: 21 May 1980
  • Genre: Action, Science-fiction
  • Director: Irvin Kershner
  • Producer: Gary Kurtz
  • Writers: Leigh Brackett, Lawrence Kasdan (Screenplay), George Lucas (Story)
Previously on the SDP, I reviewed Star Wars: Episode IV: A New Hope, in anticipation of the new movie coming out.  And now, the saga continues.

Previously on Star Wars, the Rebel Alliance succeeded in destroying the Death Star, a super weapon of the Galactic Empire, but have been chased to the ice planet of Hoth.  Our hero, Luke Skywalker (Mark Hamill), starts off the movie by patrolling the snowy wastelands, when one of the Empire's probe-droids crash-lands on the planet.  As he goes to investigate, he is knocked out by a furry ice-monster, but eventually overpowers it through his limited training in the Force.  On the way back, he has a vision of his old recently-deceased teacher, Obi-Wan Kenobi (Alec Guinness), instructing him to continue his training as a Jedi Knight on the planet Dagobah.

An early highlight of The Empire Strikes Back is the battle of Hoth, where Rebel forces try to hold off the Empire's assault.  Building on the technical tricks developed for the first film, little Snowspeeder ships fly around AT-ATs, the giant Imperial walker mechs, which were animated by combining stop-motion animation with motion blur effects, to create a smoother motion than would otherwise be possible.  The David-and-Goliath aspect of this battle is brought about by the clever way in which the Rebel pilots bring down some of the AT-ATs, by shooting harpoon-cables into their legs and flying circles around them to trip them up.  But alas, this does not help the Rebels win the battle, just to buy enough time to help as many of their number evacuate the planet as possible.

The Battle of Hoth displays an evolution in special effects.
Once the Empire finally catches up with them, our heroes split up into two groups.  Han Solo (Harrison Ford), Princess Leia (Carrie Fisher), Chewbacca (Peter Mayhew), and C-3PO (Anthony Daniels) fly off in the Millenium Falcon.  There is a sub-plot running throughout the movie where the Falcon's hyperdrive engine is on the fritz, preventing our heroes from fleeing danger via lightspeed jump, and forcing them to rely on their own ingenuity.  I especially liked the moment where they hide right behind one of the Empire's Star Destroyers, and take off as it ejects all its space junk.  Eventually, they make it to a cloud city on the planet Bespin, and seek refuge with Lando Calrissian (Billy Dee Williams), an old smuggling mate of Han's.  Though initially friendly, Lando reveals that he had to cut deals with Darth Vader and the Empire to make ends meet, and thusly, is forced to get Han frozen in carbonite and delivered to the bounty hunters after his head.

Meanwhile, Luke Skywalker heads off to Dagobah, a swamp planet, where he resumes his training under the tutelage of the diminutive yet wise (and wise-acre) Yoda (voice of Frank Oz).  Through Yoda's exposition, Luke (and the audience) learns more about the nature of the Force, specifically on the schism between the light and dark sides of the Force.  This drives home a running theme throughout the film, one of duality, of the darkness encroaching upon the spirits of good people. Luke's decision to abandon his Jedi training and save Han, Leia, and his other friends from a trap causes tension between him and Yoda... somehow.  I mean, Luke does promise to return to Yoda and pick up where they left off.  Maybe it's because he fails to exercise the patience needed of a true Jedi.  Maybe it's because they know that the trap Han and Leia have fallen into is also a trap for Luke himself.  But, for whatever reason, the lingering possibility of Luke falling for the dark side creates an undercurrent of tension.

This tension comes to a head when, towards the end of the film, Luke has his first face-to-face showdown with Darth Vader (David Prowse, voice of James Earl Jones).  The power that Vader possesses also keeps us on edge, as he pelts Luke with telekinetically-tossed machine parts, and almost traps him in the same freezing chamber that claimed Han Solo.  At the same time, the fight alternates between this action and quiet moments where the two are briefly separated, and no one seems to know when one or the other will show up.  This battle ends when Vader drops one of the most famous plot twists in cinema.  I don't know if I should bother with spoiler tags, because everyone seems to be familiar with it.  But then again, surely not everybody in the world has seen this movie yet, and this is the sort of moment you can only experience once.  So if somehow you have never before seen The Empire Strikes Back, or any other Star Wars movie besides the first, stop reading this review now and go watch it.  Everyone else, say it with me: Darth Vader turns out to be Luke Skywalker's father.  He tempts Luke with the power of the dark side of the Force, even offering the chance to overthrow the Emperor together, but Luke would rather (and indeed, does) almost die instead of accept that fact. He does manage to get picked up by his friends in the Millenium Falcon, and together they finally fix the ship's hyperdrive engine and take off.  You are now free to turn off your TV.

Empire expertly builds up tension ahead of the Luke/Vader fight.
Characterisation was one of the strong points of the first Star Wars, but The Empire Strikes Back takes it to the next level.  There's Luke's internal struggle, as I discussed.  Lando, having been forced to betray his friends, eventually turns the tables back on the Empire when given a chance.  Even Darth Vader seems to get a character arc of his own.  As his underling officers keep making mistakes here and there, he shows a bad habit of Force-choking them to death.  But at the very end, as the Millennium Falcon escapes through hyperspace, Vader simply walks off the scene in silence, with nary a constricted throat to be had.  It shows a hint of humanity which may or may not pay off in the next movie...!

The Empire Strikes Back may no longer have the benefit of a self-contained story, but there's something more poignant, even poetic, about this approach.  What successes are achieved by the protagonists are far smaller in scale, but manage the same degree of catharsis when they finally pull them off.  Despite not ending with the joy that comes from a decisive military victory, just knowing that our heroes are safe and sound again (for the most part) still evokes warm and fuzzy feelings, especially after all they've been through.  Between that and the moral duality of pretty much all its characters, The Empire Strikes Back takes a darker and more mature approach with its story, but in a good way.  Having clear-cut good guys and bad guys is all well and... good for fiction, and no diss to the first Star Wars for taking that approach, but it does not reflect the real world very well.  Admitting that there is both good and bad in every person is an important part of growing up, and The Empire Strikes Back does not sugarcoat this message.  This willingness to take chances, combined with the improved production techniques, shows how to do a sequel right.

Positives:
+ A brilliant running theme of moral duality.
+ More ambitious and improved special effects.

Negatives:
- The scenes on Dagobah are a bit slower on action, but serve their purpose.

Acting: 5 AT-ATs out of 5
Writing: 5 AT-ATs out of 5
Special Effects: 5 AT-ATs out of 5
Visual Design: 5 AT-ATs out of 5
The Call: 100% (A+)

Tuesday, December 12, 2017

Film Review: Star Wars

Star Wars Episode IV: A New Hope
  • Publisher: 20th Century Fox
  • Production Company: Lucasfilm
  • Release: 25 May 1977
  • Genre: Action, Science-fiction
  • Director: George Lucas
  • Producer: Gary Kurtz
  • Writer: George Lucas
A new Star Wars movie is soon on its way to theatres as I write this, so you know what that means: more Star Wars reviews!  And to that end, I've got the urge to review the movies themselves.  All of them.  Well, all that matter, anyway.  I've had some personal debate as to whether to review them in order of release, starting with 1977's Episode IV, or in order of story, with 1999's Episode I.  Then I thought, there's still a story to be had by looking at it in terms of release order, as we can see how the crew behind the movies evolved, or devolved, their craft over time.  So, Episode IV it is, then!

The titular "star wars", at least in this particular trilogy, refer to a civil war between the Galactic Empire and the Rebel Alliance.  The film starts when an imperial space ship, a Star Destroyer, captures a smaller rebel ship.  The boarding party, led by the general Darth Vader (David Prowse, voice of James Earl Jones), is in search of blueprints for the Death Star, a giant space-station superweapon, which were stolen by the rebellion.  But just in time, rebel leader Princess Leia (Carrie Fisher) has hidden the plans with two droids named C-3PO and R2-D2, and ejects them to a nearby planet before she gets captured.  Landing on the desert planet Tatooine, the droids are picked up by Luke Skywalker (Mark Hamill).  He doesn't know what to make of them, until he brings him to his friend, the wise old Obi-Wan Kenobi (Alec Guinness).  Through Obi-Wan, Luke learns about the war raging across the galaxy, and about the mystical magical force known as... the Force.  After the empire finds and kills Luke's adoptive parents, it's up to them, the smuggler Han Solo (Harrison Ford), and his furry first-mate Chewbacca (Peter Mayhew) to return the Death Star plans back to the rebels, and avert whatever the empire plans to do with it.

Star Wars's universe has copied from many sources, but in a way that still feels original.
There's just something primal and timeless about A New Hope's story; it feels like it's always been with us.  I'm not quite sure what I'm on about, but it may have something to do with the many sources from which it has blatantly borrowed inspiration.  There are parallels, admitted by George Lucas himself, between the Jedi Knights and the samurai of Akira Kurosawa films, between Han Solo and the heroes of various westerns, and between the Death Star battle and movies based on World War II.  There's even a book about how tropes from mythologies, religions, and literature have been repeated over the years, called The Hero with a Thousand Faces, which was also claimed as an influence on Luke Skywalker.  And I don't mean that any of that as a knock against Star Wars; it uses its many source materials in ways that feel completely new.  The best parodies are the ones where you don't have to be familiar with any one of its original materials to enjoy much of the humour, and in a sense that is true of more serious works like this.

When all these familiar plot aspects are injected into a new, foreign, science-fiction setting, it makes it easier for the audience to immerse themselves into the new world on the screen.  Breaking from the traditional trends of science-fiction films of the time, Star Wars pioneered the idea of a "used future", where despite the many technological trappings used by the characters, the loose parts and scrap strewn about the place shows, without words, how places like Tatooine are suffering under the empire.  When our heroes land in the empire's Death Star, the cold cleanliness of its set dressings provide effective contrast as well.  Although, one wonders why there have to be so many bottomless pits throughout the darn thing.  And ledges without railings, too!  Man, if OSHA existed in the Star Wars universe, the Empire would never hear the end of it.  And don't get me started on how they can have ship hangars open to the cold of space, but still have breathable, livable climates on the inside.  ...Seriously, don't get me started, because I have more important topics to get to.

Star Wars made astounding innovations in the field of special effects.
The world of Star Wars is brought to life by its special effects.  In 1977, computer-generated imagery was nowhere near the state it is in today; the best they could muster at the time was the wireframe model of the Death Star that the rebel pilots watch before the final battle.  Rather, the spaceships, as well as the world-famous opening text crawl, were "animated" by moving a camera around stationary models, and compositing them onto the backgrounds.  Other effects, like the glowing blaster bolts and Lightsaber blades, were accomplished by rotoscope animation.  Everything else, especially the various alien and droid costumes, was done physically on the set.  I imagine these effects must have been mind-blowing for 1977 audiences, because even today they still look quite good.  It helps that most of the animated objects were simple light blobs or vehicles with few moving parts, which didn't over-extend the reach of special effects from the time, but   Not all the effects stand the test of time today, but those that do hold up better than some of the CGI added for the special editions, although that's a diversion for another day.

To be perfectly honest, Star Wars does not have the strongest of starts, and that can be blamed upon the droid duo of C-3PO (Anthony Daniels) and R2-D2 (Kenny Baker).  The partially prim and proper Threepio is almost constantly bickering with, and belittling the advice of, his robotic partner.   And since there's quite a stretch of film after they leave Leia but before they meet Luke, this nagging wears on the audience quite a bit. Artoo, meanwhile, only responds with a collection of beeps, which at least lends some degree of comedy to their exploits.  The human characters, however, are far more... human.  Luke has his own dreams for his normal life, and is reluctant to join Obi-Wan's mission until he discovers the death of his step-parents.  Han is only in this mission for the money, and even then only to pay off the mobsters on his back.  And Leia shows a tendency for quick-thinking action from time to time.  Even within the opposing forces, there are heated discussions between Vader, Grand Moff Tarkin (Peter Cushing), and other Imperial officers over the effectiveness of the Death Star and of capturing Leia.

And, of course, it all ends with one of the tensest climaxes I've ever seen in cinema.  In the final battle, Rebel fighter-ships must destroy the Death Star, flying through the trenches along its surface to drop a bomb, before it can fire upon the planet of the Rebel base.  Even after all the times I've re-watched this movie, this part always leaves me on pins and needles.  Good thing, too, because Star Wars is worth re-watching, as you never know what new details you'll pick up from its plot or setting each time.  There's a smarmy sort of knowledge to be held once you've seen the later movies, and you go back to this one to find out what little facts were maintained throughout the series, and what eventually got changed.  But it doesn't take knowledge of the other entries to really enjoy Star Wars, and that's what makes this original entry special among all the others.

Positives:
+ A simple but deep story.
+ Brilliant world-building, some of it completely non-verbal.
+ Innovative and still-solid special effects.
+ The pulse-pounding ending battle.

Negatives:
- The early exploits of C-3PO and R2-D2 are long and a bit annoying.

Acting: 4 Death Stars out of 5
Writing: 5 Death Stars out of 5
Special Effects: 5 Death Stars out of 5
Visual Design: 5 Death Stars out of 5
The Call: 95% (A)


Saturday, December 2, 2017

Game Review: Shantae: Half-Genie Hero


Shantae: 1/2-Genie Hero
  • Publisher: WayForward / Marvelous
  • Developer: WayForward / Inti Creates
  • Release Date: 20 December 2016
  • Systems: PC, PlayStation 4, PlayStation Vita, XBox One, Wii U, Switch
  • Genre: 2D Action (Platformer)
  • Players: 1
  • Cost: US$20
Previously on the SDP, I reviewed Mighty No. 9, a game that rode high atop a mega-bucks-earning KickStarter campaign, only to crash into a pile of manure upon release.  Another game that also went through the crowd-funding motions at the same time was the new sequel to Shantae, sub-titled 1/2-Genie Hero.  I, myself, contributed to that campaign, spending more on it than I did with Mighty No. 9, for the record.  Upon backing, I opted to receive the PlayStation 3 port, since I have seen no need for the newer wave of consoles.  But, that port got cancelled, along with the one for XBox 360.  I'll say one good thing about how Comcept handled Mighty No.9 -- at least they actually released the PS3 and XBox 360 ports!  But whatever, there's still the PC version, so that's what I fell back on.  #PCGamingMasterRace  So, was all that worry worth it?

The game starts with Tinkerbats invading Scuttle Town -- again.
The story starts with Risky Boots and her Tinkerbat pirates invading Scuttle Town.  Second verse, same as the first.  So it should come as no surprise that Shantae's Uncle Mimic has unveiled a new mechanical contraption, and sends Shantae to gather the parts for it so they won't be stolen by Risky Boots, only for the finished product to be stolen by Risky Boots in the end.  It's basically another one of those "Mad Libs" sequels, as I described Risky's Revenge before.  In your quest to find these machine parts, you will unlock a succession of five worlds, accessible through a map screen as opposed to one giant overworld.  In fact, there are no discrete dungeon areas this time around; instead, all the worlds are self-contained action stages.  This does make them seem shorter than in previous games, but there are still plenty of hidden areas strewn about for you to revisit after earning new abilities.  And, on the positive side, that means less faffing about with sidequests than there was in Pirate's Curse.

While the main story failed to engage me, personally, each world comes with their own sub-plots, which have a bit more going for them... okay, still not much.  For example, the bratty genie guardian who takes over Shantae's role as the defender of Scuttle Town is rather unceremoniously brushed off after clearing the desert world.  But they are tied in with some pretty novel settings, like a factory where young maidens are transformed into "counterfeit mermaids" by having big-mouthed fish latch onto their waists, or even a magic-carpet race, which is in essence just a forced-scrolling platforming segment.  It's nice to see that the quirky sense of humour the series has built up over the years is still in full effect.

Shantae's dance transformation ("Danceformation", then?  ...I'll see myself out.) powers make a return after an absence in Pirate's Curse, where... she had a little run-in with the plot.  How they work this time is you hold a button to bring up a menu, and press a direction for the form you want to take.  It's sort of a hybrid of the transformation systems in the first two games, and is one of the more elegant solutions I could think of, since it lets you page through many options at a fast enough rate, while not forcing you to memorise a button sequence like in the first game.  And there are over a dozen transformations for you to unlock, although a little more uniqueness and utility would be appreciated.  Some of them are useless apart from specific situations, especially the mouse, who can go through tiny, maze-like passages and do little else.  And why do we need two separate forms for moving about underwater?

The new method of selecting transformations is both quick and convenient.
The Shantae games seem to go back and forth as to whether its attack items are consumable or meter-limited, and this time around they are once again limited by a magic meter.  As in Risky's Revenge, I like this because it encourages their use, especially since magic pickups are so common.  Then again, you'll be able to deal more damage faster just by upgrading your hair's damage and attack speed.  But late in the game, after completing an arduous collection quest, you can unlock a tiara that gives you infinite magic power, and this combined with the other items, especially the invincibility shield, make 1/2-Genie Hero game-breakingly easy.  I suppose it contrasts with the slightly harder difficulty at the beginning of the game, where you start with fewer heart containers than before, and must rely more heavily on consumable healing items until you start to upgrade yourself.

Freed from the limitations of past 8 and 16-bit platforms, the character art has been completely redone with hand-drawn animations, and it looks gorgeous.  Their animation is extremely fluid, even on huge boss characters like the Giga Mermaid.  On the other hand, the backgrounds are done with 3D models, and they look extremely basic in comparison to the pristine 2D art, their relative lack of detail fits with the cartoonish art style.  This is the same setup that WayForward has used in games like DuckTales Remastered, so you'd think they'd have come up with some way to spice up the backgrounds somehow, but apparently not.  And why is it that when we return to certain worlds, especially the desert world, the backgrounds have so much detail removed from the first time around?  Maybe it's just a bug in the version I played, I don't know.  #PCGamingMasterRace  The soundtrack, once again composed by Jake Kaufman, brings back many melodies from his songs from previous games, but with slight variations. I think its quasi-chiptune sound has a bit of a Sonic influence to it this time around, and coming from me, that is high praise.

Sprite animation is fluid and expressive, especially on bosses like the Giga Mermaid.
1/2-Genie Hero is not the longest game on the market, but none of the other Shantae games are either.  Expect something in the neighbourhood of 6 hours for a 100% clear playthrough, or 3 hours for a speed run, which is shorter than Pirate's Curse was, but less padded.  Alternate modes have been added since the game's initial release, such as the Hero Mode where all your transformations are unlocked from the start, and Hard Core Mode for extra difficulty.  And if you missed the gameplay revolutions brought on by Pirate's Curse, they have been brought back for the alternate campaign, where we play as Risky Boots and unlock her pirate gear for alternate movement techniques.  However, it is sold as separate DLC (US$10), although people who backed the game when it was on KickStarter got it for free.  While I am lucky to count myself as one of those people, this "sectioning off the best parts of the game as DLC" is a troubling habit for WayForward to start picking up, and especially for my beloved Shantae series.

Come to think of it, as a whole, 1/2-Genie Hero puts the Shantae series at a crossroads of concern.  WayForward's approach to sequels is starting to become formulaic.  If WayForward will ever make a sequel to this, they're going to need some cracking good ideas to elevate it above the status quo they've built up, as they did with Pirate's Curse.  That goes doubly if they choose to crowd-fund it, since it's our money on the line.  But don't be too afraid about it just yet, since 1/2-Genie Hero is still quite good.  It's a short, snacky kind of game, but it's incredibly sweet while it lasts.  If nothing else, playing 1/2-Genie Hero, and knowing that there was at least one good game to come out of crowd-funding, allowed me to end 2016 on a much-needed high note.

Positives:
+ Streamlines many of the series' more time-wasting mechanics.
+ Astounding character animations.
+ The Risky Boots campaign.

Negatives:
- Some combinations of upgrades break the game's balance.
- The backgrounds seem a little basic in comparison to the character sprites.
- The Risky Boots campaign as separate DLC.

Control: 5 counterfeit mermaids out of 5
Design: 4 counterfeit mermaids out of 5
Graphics: 4 counterfeit mermaids out of 5
Sound: 5 counterfeit mermaids out of 5
Value: 3 counterfeit mermaids out of 5
The Call: 85% (B+)

You might also like: Shantae and the Pirate's Curse, DuckTales: RemasteredShovel Knight

Friday, December 1, 2017

Game Review: Mighty No. 9

As you may have noticed, I've taken a hiatus from the SDP over the past year.  I've kind of been focused on other projects, especially my other blog, the Sekai Ichi Japan travel blog.  But I've finally reached a point where I can put that on hold and return to this.  To herald my long-awaited comeback, I'll start off by reviewing a couple of games that came out just last year.  I've had these reviews in the oven for quite a while longer, but haven't found the inspiration to finish them until now.  Maybe I should have published these reviews when they were still relevant, but putting enough time behind me gives me the benefit of cooling down any passions that may influence my criticism for better or worse.  ...Sure, let's go with that.  Now with no further ado, I present to you...

Mighty No. 9
  • Publisher: Deep Silver 
  • Developer: Comcept / Inti Creates 
  • Release Date: 21 June 2016
  • Systems: PC, PlayStation 3, PlayStation 4, XBox 360, XBox One, Wii U, Nintendo 3DS
  • Genre: 2D Action (Platformer)
  • Players: 1 
  • Cost: US$20
Yup, almost three years since its debut announcement on Kickstarter, Mighty No. 9, the second coming of Mega Man in-all-but-name is upon us. And seeing as how I wrote an editorial on this game, in addition to funding it when it was on Kickstarter, I feel an obligation to review the finished product. I endorsed said project back then, but in retrospect I'm not sure why. In that very editorial, I even said I had gotten bored of the original Mega Man formula embraced by its spiritual successor. In fact, I'm actually more of a Sonic and Legend of Zelda kind of guy. (Which explains why I took to Mega Man Legends the way I did; it's basically Zelda with guns.) My expectations weren't the highest, but thankfully I managed to stay out of the drama concerning its repeated delays despite the inordinate amount of money thrown at it by its backers ("Beckers", if you will).

Mighty No. 9 is a jump-and-shoot platformer developed by Comcept and Keiji Inafune, the co-creator of Mega Man.  In other words, Mighty No. 9 is a jump-and-shoot platformer developed by Comcept and Keiji Inafune, the co-creator of Mega Man, or at least as close as it can be without the keys to the licence.  In a world where humans and robots live together, a mysterious event causes robots across the country to go haywire, including the Mighty Numbers 1 through 8, created by Dr. Light Dr. White. But some robots were unaffected, like our player character: the titular Mega Man Mighty No. 9, a.k.a. the not-so-titular Rock Beck. And faster than you can say "soy un perdedor", Beck and Dr. White are on the case to, respectively, restore the mad robots and get to the bottom of all this. In case you haven't figured it out now, the plot is exactly like any given Mega Man game, with the names changed around a bit.

Beck needs to dash into enemies to finish them off.
And so is the gameplay: Beck jumps among platforms, shoots enemy robots, and collects special weapons from defeated bosses. But even this formula gets shaken up, ever so slightly, by Beck's new ability: the dash. This move can be used with the press of a button and is unlimited in use, so if nothing else it is deeply incorporated into the game's design. Dashing is used not just for platforming, but also for attacking: shooting enemies enough turns them unstable, at which point you can dash to finish them off, and get a temporary stat buff in the process.  These boosts not all that noticeable however, and something like extra health or ammo would be much more appreciated.

Sometimes, it's not even worth the effort, especially if an enemy you've just stunned is hovering over a bottomless pit or other trap.  Try tp give it the ol' coup-de-grace, and there's a good prospect that you might mis-time your dash back to the starting platform, and fall to your doom.  But the thing is, you're pressured to do this anyway, since dash-killing baddies right after you disable them builds up a combo counter, which leads to extra points, which lead to... nothing in particular.  So much for that, then.  You could say this approach does help the gameplay stand out among the many other Mega Man titles, but when you get right down to it, is it just extra busy work, when we used to be able to just shoot targets into oblivion? Yes, yes it is. But who am I to complain about new mechanics? Lord knows we had enough Mega Man sequels to prove that making so many games without such a unique selling point isn't the way to go either.  But that doesn't mean I have to like it.

Of course, getting through the stages themselves is only half of the battle; the other half is knowing -- I mean, fighting the bosses. Like in Mega Man, Mighty Numbers 1 through 8 yield their weapons when you defeat them, allowing you to exploit the weaknesses of other bosses with them. Once again, this give the player the challenge of figuring out which boss is weak to which weapon... except not, because you can have the game straight-out tell you what their weaknesses are!  But the thing is, every so often, you have to hit them with a dash to finalize the damage you've just dealt, and if you fail that, they heal that chunk of health you worked so hard to chip off! There are even a number of bosses who possess instant-kill attacks!  Speaking of, there is no reason why spikes still need to be an instant kill, as they are in this very game. To quote the Zero Punctuation review of (the admittedly superior) Shovel Knight:
"We've got bottomless pits for a perfectly functional, if slightly ambiguous, instant kill; we don't need spikes muscling in on their turf! Five minutes ago, a bloke the size of a pregnant bus jumped down and hit me with the metal windsurfing sail that he seems to think is a sword, and it didn't even take off a whole health point. Now I'm being splattered across four dimensions because my elbow brushed against the stucco ceiling. I'm a trifle miffed! I think it's only an instant kill because spikes were an instant kill in Mega Man, but it was just as unnecessary then, too."
That may be true of both games, but you know what Shovel Knight has that Mighty No. 9 doesn't? Infinite lives! Let me quiz you readers on this topic:

Q: Where did lives systems in video game come from?
A: From arcade games, to let the next person in line play (and subsequently, pay) as soon as possible.

Q: Why do console games have lives systems?
A: Because they were ported from arcade games.

Q: Ah, but what if the console game in question was not an arcade port? Why would it have a lives system then?
A: ...I got nothing.

Dashing and precision platforming don't mix, especially when insta-kill spikes or bottomless pits are involved.
See, if you must include a lives system in your game, don't make it mandatory; just include it as an option, like Arcade Mode in Call of Duty 4: Modern Warfare. (Incidentally, why haven't they ever brought Arcade Mode back to CoD? Was their Special-Ops mission mode from Modern Warfare 2 just so revolutionary that they couldn't look back?) And sure, losing all your lives just forces you to restart the level in question, not the whole game, plus you can set your lives to as many as 10 right off the bat. But that's just putting patches on the problem instead of addressing the root cause.

But even if the game did offer infinite lives, there's one more problem which grinds my gears. Each time you die, the game docks you a penalty of 3,000 points. And by the game's standards, 3,000 is a lot of points. This matters because you get grades for your performance upon completing a level. And if you get killed enough that your score ends up at 0, all you get is a meager finishing bonus and a D rank. I guess the idea is that you get better at the stage so you can do it without dying even once, but getting that D the first time around does not leave a good impression of the game, and could very well discourage players from trying them again.

Let's change the subject to something which doesn't cause frustration. In comparison to the old Mega Man games, which couldn't afford a detailed story due to space constraints, Mighty No. 9 does a great job in building up its setting.  The boss characters all have some sort of utility purpose they could have been used for before turning evil, a concept which hasn't been explored since Mega Man 1.  The levels all take place within appropriately-themed industrial sites throughout the USA, plus a level set in the White House, of all places.  Then again, this same level has you chasing down a sniper in a long, looping corridor without checkpoints -- but with more insta-kill spikes, of course -- so they might as well not have bothered.

The limited character animations make most cutscenes feel unfinished.
World-building is one thing, but the graphics which bring that world to life fail to impress.  Sure, a game like this doesn't need too many visual gimmicks to work, but it's still well behind the times. On the one hand, animations like Beck's walk cycle are expressive and bouncy. On the other hand, the animation in cutscenes is considerably more limited, as characters don't move their mouths when they talk! Like, at all!  Even Mega Man Legends, a game that came out two decades ago, animated the character's mouths, and that was just with 2-D textures!  And yet despite it all, the game is somehow a bit poorly-optimised.  Maybe it's just on the PlayStation 3 version I played, but there are quite a few instances of slowdown and frame-skipping.  One such instance even made me miss a ledge and fall to the death!  It's these sort of thing which gives the impression of a game that's only half-baked, and make us wonder where the heck all that money we backed it with went.

In conclusion, Mighty No. 9 is basically this generation's Daikatana, for there are many coincidental similarities between the two games.  Both were developed by brand-new studios started by game designers with quite a bit of pedigree behind them.  Both were announced three years ahead of their eventual release, during which time their developments were plagued with accusations of mis-management amidst vast budgets, not to mention some insulting advertisements.  And when the actual games came out, their almost-admirable attempts at world-building were overshadowed by game mechanics which work against the player, graphics which seemed a whole generation behind the times, and were general disappointments at best.  Not to mention, they are both tangentially related to actually good games by developers who had their heads screwed on tighter.  For Daikatana, it was Deus Ex, by the "good" half of Ion Storm.  And for Mighty No. 9, that would be Azure Striker Gunvolt by Inti Creates, who coincidentally also did work on this game.  Perhaps I should review Gunvolt myself one day, but in the meantime, I think I've got the perfect tagline to describe this whole affair: "Keiji Inafune is about to make you his b!tch."

Suck it down, ladies and gentlemen.  But until next time, this is IchigoRyu.

You are the resistance.

Positives:
+ Promising world-building.
+ The bonus challenge missions.
+ Expressive characters and animations.

Negatives:
- The dash-to-kill mechanic is an unnecessary addition forced upon us.
- Relentlessly difficult, even without the lives system.
- Extremely basic graphics and sub-par optimisation.

Control: 3 spikes out of 5
Design: 1 spikes out of 5
Audiovisual: 2 spikes out of 5
Value: 3 spikes out of 5
The Call: 50% (D)

You might like instead: Azure Striker Gunvolt, Shovel Knight, Strider