Showing posts with label Japan. Show all posts
Showing posts with label Japan. Show all posts

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

Wednesday, February 24, 2016

Game Review: Crisis Zone

So... that last article left me a little down-hearted. I certainly didn't expect to praise something else above a Studio Ghibli movie, that's for sure. But knowing that When Marnie Was There was, potentially, the last movie they'll ever produce makes it even more bittersweet. Come to think of it, what's so "sweet" about "bittersweet" anyway? Because I'm feeling pretty dang bitter right now! Anyway in these trying times, I manage to find solace in the following words: "And now for something completely different". Let's see, where did I leave off before I got sidetracked with Indie-Cember 2 and the SDP Music Awards? That's right, I was going through the Time Crisis games! Yeah, let's get back to that.
Crisis Zone
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
    • Arcade, March 1999 
    • PlayStation 2, 19 October 2004 (as Time Crisis: Crisis Zone) 
  • Genre: 3D Action (Rail Shooter) 
  • Players: 1 
  • Save: Memory Card (80KB) 
You know your media franchise has hit the big time when you can afford to make a few spin-off entries. For Time Crisis, this would be Crisis Zone. In many ways, it follows the example of Time Crisis 2, the last arcade entry to have been released before. It's got the same cover-pedal mechanics, and the same health and time rules. That's not what sets Crisis Zone apart, of course. What does so, however, is the equipment that your player-character brings with him on his job: a sub-machine gun and a riot shield. And wouldn't you know, they figure into the gameplay itself.

To differentiate itself from the other Time Crisis games, Crisis Zone's arcade cabinet supports one player only, and uses a light-gun controller shaped like a sub-machine gun. Not having to pull the trigger for every shot you wish to fire is no doubt a good thing, especially given how relatively heavy the new controller is. In addition, each scene in each level is packed with destructible objects which build up score bonuses as you knock them down in quick succession. However, the game's difficulty is also balanced to account for the inclusion of rapid fire. Whereas most enemies in other Time Crisis games will happily go down with just one bullet, that is generally not the case in Crisis Zone. In fact, just about every enemy, right down to common foot soldiers, have their own lifebars to display how much of their vitals you have to whittle down. I don't mind this per-bullet weakness so much, except there doesn't seem to be any location-specific damage (i.e. more damage for a head shot) as in most shooters.
Destructible scenery is more prevalent here than in other Time Crisis games. (PS2 version.)
You and your team members are also equipped with riot shields. In most Time Crisis games, player-characters generally stick behind one point of cover until they're allowed to move on to the next one. But having a portable shield on hand allows your avatar (and thus, the camera) to move about more freely. It's not player-controlled movement, don't get me wrong; you're still stuck on a fixed path. Honestly it doesn't affect much as far as gameplay goes, but it's a cool development choice when you think about it, as it leads to an experience that couldn't exactly be emulated by other Time Crisis games.

As for the story, it's pretty much just another excuse plot. Crisis Zone takes place in a shopping/office park in suburban London, as it gets overrun by a generic pre-9/11 terrorist unit. They get answered by an international defence force, which surprisingly is not VSSE from the other Time Crisis games. You, the player, play as one of their number, a mister Claude McGarren (or "Croid McGalain" in the -- likely mistranslated -- arcade version). The three levels you have to liberate are a shopping mall, a park, and an office building, followed by one final boss level. Each of them lasts about six to eight minutes, so as with the rest of its arcade-based peers, it's not much for first-play length. Unlike the other Time Crisis games, you can play them in any order. I suppose this is great for those who aren't as good at the game and can't clear any particular level with just one credit, but once you're comfortable with your skills, there's not much reason to do so.
Special weapons return in the PlayStation 2 edition.
The home version of Crisis Zone came about in 2004, as Time Crisis: Crisis Zone for the PlayStation 2. In addition to the arcade mode and the prerequisite graphics upgrades, this port offers a second story, a "Crisis Mode" with stand-alone challenges, and the option to use two GunCons for dual-wielding action. Come to think of it, this came out at about the same time as Halo 2, which made dual-wielding cool again, so I wouldn't be surprised if Namco had taken cues from whatever preview material was available at the time. Another unlockable feature is the option to use alternate weapons, as in Time Crisis 3. Unlike in TC3, where alternate ammo is limited and must be replenished by shooting special enemies, the handgun and shotgun just need to be reloaded as with usual machine-gun. And remember what I said about the machine-gun being weaker to balance for its rate of fire? Handgun and shotgun rounds are strong enough to drop most enemies in one or two shots, to compensate for their lesser rate of fire. Furthermore, when you have them enabled, there are certain points where you can try out special weapons like rocket launchers, flamethrowers, and even a laser rifle. These segments are brief, but deadly fun. As home rail-shooters go, Time Crisis: Crisis Zone is another great package, and a suitable follow-up to TC3.

As for the arcade game it's based on? Meh, it's okay. The machine-gun controller gives it a different feel from its cousins in the Time Crisis series, and the levels are designed around that experience. These changes don't amount to much in the end, but then again, the formula which Time Crisis II arguably perfected didn't need to be changed any more than it was. The best way I could describe Crisis Zone is, then, "TCII with a machine gun". You should be able to form your own opinion on the game based on that statement.

Positives:
+ Plenty of destructible targets.
+ The more constant character movement makes stages feel more dynamic.
+ The home edition is loaded with extras.

Negatives:
- No location-specific damage (still).
- The story is generic.

Control: 4 SMGs out of 5
Design: 4 SMGs out of 5
Graphics: 3 SMGs out of 5 (Arcade) / 4 SMGs out of 5 (PS2)
Sound: 2 SMGs out of 5
Value: 2 SMGs out of 5 (Arcade) / 4 SMGs out of 5 (PS2)
The Call: 80% (B)

Monday, February 8, 2016

Film Review: When Marnie Was There vs. Inside Out

When Marnie Was There
  • Publisher: Toho (JP), GKIDS / Universal (NA) 
  • Production Company: Studio Ghibli 
  • Genre: Drama 
  • Release: 19 July 2014 (JP), 22 May 2015 (NA) 
  • Director: Hiromasa Yonebayashi 
  • Producers: Yoshiaki Nishimura, Toshio Suzuki 
  • Writers: Masashi Andō, Keiko Niwa, Hiromasa Yonebayashi
Inside Out
  • Publisher: Disney 
  • Production Company: Walt Disney Pictures / Pixar Animation Studios 
  • Genre: Comedy / Drama 
  • Release: 19 June 2015 
  • Directors: Pete Docter, Ronnie del Carmen 
  • Producer: Jonas Rivera 
  • Writers: Pete Docter, Meg LeFauve, Josh Cooley


Welp, another year, another Academy Awards ceremony. And you know what that means: they're gonna give the Best Animated Feature award to the Disney/Pixar behemoth. It happened to Frozen over The Wind Rises, it happened to Big Hero 6 over The Tale of The Princess Kaguya, and odds are it'll happen again. I've been preparing for the worst, especially since the "big one" of 2015, Pixar's Inside Out, is going up against When Marnie Was There, the last feature film Studio Ghibli may ever make. In a past article, I told you how I saw Marnie in theatres, despite its limited release, and enjoyed it. Well, in the interest of voting with my wallet, I refused to do the same for Inside Out, even when they gave it an encore run for Labor Day. Eventually I rented the movie and, I'm ashamed to say it... it was awesome. But then I realised something: both Marnie and Inside Out tackle the same basic story in different ways. Marnie focuses on the characters themselves, whereas Inside Out focuses on what's going on inside the main character's mind, with her personified emotions. So, I thought, now would be the best time to do another joint review on the two movies. That way, I can pre-empt the Academy more substantially than just a joke at the end of my last article.

In When Marnie Was There, our central character is Anna "no, not that one" Sasaki (EN: Hayley Steinfeld, JP: Sara Takatsuki), a twelve-year-old girl living in Hokkaido, who is shy but loves drawing. When she suffers an athsma attack, her foster parents send her to live out to a seaside village with her aunt and uncle. While exploring her new surroundings, she comes across a dilapidated mansion, and in the window, a blonde girl of her age named Marnie (EN: Kiernan Shipka, JP: Kasumi Arimura). Over the next few nights, she starts spending time with Marnie, building their freindship and uncovering the mysteries behind Marnie's life, as well as her own.

So yeah, Marnie sticks rather closely to the Ghibli playbook. But, as it turns out, this movie was based on a novel of the same name, written by the British author Joan G. Robinson in 1967. Studio Ghibli has adopted Western literature before; Howl's Moving Castle and The Secret World of Arietty (a.k.a. The Borrowers) spring to mind. The central plot device of Marnie, if there is one, is figuring out what the deal is with its titular character. Is she a real girl? Is she a ghost? Is she a figment of Anna's imagination? Is this the real life? Is this just fantasy? Without wishing to spoil, the way they explain all of this in the final act is kind of rushed. I mean, Anna doesn't even start her investigation into Marnie's past until halfway through the movie!
The feels that Marnie generates are weapons-grade.
But what the film lacks in a good overarcing plot, it makes up for in the individual moments that comprise the plot. When I was watching, I found myself lost in the emotions of the main characters: joy when they're playing together, sadness when they're sharing their darkest secrets, and bittersweet resignation when it's time for Anna to leave. (Sort of like Ghibli themselves.) To put it another way, this is what I wished Frozen was like when reviewed it: it focuses solely on its two main characters and how they develop together. And I have to give a shout-out to the foley artist, because the sound effects in this movie are amazing. For some reason, I don't normally notice this sort of thing, but when certain scenes go on without music and even dialog, you have to notice them. And from the waves lapping at the creaking wood of a rowboat, the sound effects do even more to build upon the ambience of some scenes.

Having re-watched When Marnie Was There, I seem to have enjoyed it less than I did at first. If it wanted to have the mystery of Marnie be its driving plot thread, they should have spaced out its developments more evenly across the film, rather than bunch them all up near the end. And some of Anna's behaviours are downright bizarre, although I suppose they do illustrate the gaping void in her mental state that only Marnie can fill. In conclusion, is it Studio Ghibli's best effort? Probably not, although they have set the bar so phenomenally high for themselves in the past, mind you. If you don't mind not having a strong plot to hook you from one scene to the next, and can get by on the scenes themselves, I would still recommend When Marnie Was There.



Meanwhile, in Inside Out, our central character is Riley Andersen (Kaitlyn Dias), an eleven-year-old girl living in Minnesota, who is goofy but honest, and loves hockey. The difference here is that much of the movie is, in fact, portrayed from the point of view of personified emotions living in her head. In order of introduction, they are Joy (Amy Poehler), Sadness (Phyllis Smith), Fear (Bill Hader), Disgust (Mindy Kaling), and Anger (Lewis Black). These emotions control Riley's actions at the appropriate moments, generating memories tied to those emotions. But then, everything changes when when her family moves to San Francisco. Due to a series of unfortunate events, Joy and Sadness get stranded together outside their headquarters and must venture back somehow.

The world of Riley's psyche is nothing short of a joy to behold. Functions of the brain are illustrated in inventive ways, such as the formation of memories, ideas, personality traits, and dreams. A highlight is when Joy and Sadness wander into a section of Riley's mind where new general ideas abstracted from specific ones. In the movie, this means that Joy and Sadness are devolved into low-polygon and eventually 2D forms as they try to escape. Sure, nothing comes about from it in practice and it is never brought up again (making it the movie's "Big Lipped Alligator Moment"), but the process they go through shows great research of psychology on the part of the writers. I mean, as far as I know about psychology. We also get to see glimpses of similar mental setups of different characters here and there, each tailored to their own personality.
Inside Out's settings look like they came straight from the mind of Willy Wonka -- almost literally.
What Inside Out has over Marnie is how it manages to create suspence to hook the viewer in. For example, in Riley's head there exist five "personality islands", depicting her interests and personality traits. Over the course of her mental breakdown, the island crumble into the bottomless pit below. We are told that whatever falls down there, i.e. memories that are no longer needed, can never return. But later on in the story, Joy falls down there herself, where said pit is decidedly non-bottomless, and of course she comes back out of it. And of course she does it with the help of someone who sacrifices himself to let her escape. So, it would seem that Inside Out isn't above employing the odd sappy cliche here and there, albeit rarely. Although I will give them credit for actually showing her eventual mode of egress falling into the pit earlier on. Let that be but one example of Pixar's attention to detail.

While I'm nitpicking, isn't it a bit lopsided for Riley to have one "positive" emotion, namely Joy, and four "negative" ones, especially when the one Joy gets stuck with, Sadness, has a bad habit of converting memories to sad ones by touching them? To the film's credit, and without wishing to spoil, they do address this. Speaking of the emotions, one of the most important things to keep in mind when assembling a cast of voice actors is for each actor to sound distinct from one another. I'm proud to say that this is another of Inside Out's strengths. Amy Poehler was perfectly cast as Joy, although I did love her on Saturday Night Live to begin with. The other emotion characters also manage to bring their titular personality traits through by their voice alone.

My prejudices against CG animation being what they are, "pleasantly surprised" doesn't begin to describe my experience with Inside Out. Mind you, Marnie managed to get those emotions across to the viewer without needing to personify them. But if you ask me, Inside Out had the better story, and getting to witness such creative sights along the way was a bonus. There are a few stupid or silly moments to nitpick, but they are rare and don't represent the film as a whole. All things considered, I would recommend both films for different reasons. If you want straight-up, weapons-grade feels, try out When Marnie Was There. If you want a gripping story to go with those feels, go with Inside Out. It's a big world out there, certainly big enough for both of them.

When Marnie Was There

Positives:
+ Individual scenes are packed with emotion.
+ Deals with a number of complex themes.
+ Brilliant sound-effect work.

Negatives:
- For less patient viewers, it lacks a suspenceful hook.
- Retreads more than a few story tropes covered by past Ghibli films.
- The rushed conclusion.

Acting: 4 emotions out of 5
Writing: 3 emotions out of 5
Design: 4 emotions out of 5
Audiovisual: 5 emotions out of 5
The Call: 80% (B)

Inside Out

Positives:
+ Well-researched and creative interpretations of the brain's functions.
+ Terriffic voice-acting that complements each character's personality.

Negatives:
- It has a few minor plot holes.

Acting: 5 emotions out of 5
Writing: 4 emotions out of 5
Design: 5 emotions out of 5
Audiovisual: 5 emotions out of 5
The Call: 95% (A)


In the end, I may not like to admit it, but not only do I think Inside Out is the better movie, I probably wouldn't lose sleep if it won the Best Animated Feature Oscar. But that's not the whole story. There's this thing called the Annie Awards, which has been going on since 1972, and honours animation in movies, television, and even video games. Ghibli's movies have been nominated for the Annie's Best Animated Feature awards several times over, and just like in the Oscars, failed to actually win.

But this time around, for the 43rd Annie Awards held on 6 February 2016, they added a new category: "Best Animated Feature - Independent", and I'm glad they did. This means that films with lower profiles but bigger hearts don't have to compete against our mainstream monstrosities. Not that such "mainstream monstrosities" can't also have heart, as we learned in this article. But the important thing is that now, for once, the underdogs have a more level playing field.

Oh, and for the record, the winner of the independent award was the Brazilian feature Boy and the World. It looks great, but given the fate of Studio Ghibli, I can't help but feel a little disappointed... Studio Ghibli may be dead, or just in a coma depending on whim you talk to, but another door to the wider world of animation is opening to us. Let's keep opening more doors, shall we?

This is IchigoRyu.

You are the resistance.

Thursday, December 10, 2015

Indie-Cember 2: Go! Go! Nippon!


Go! Go! Nippon! ~My First Trip to Japan~
  • Publisher: MangaGamer 
  • Developer: Overdrive 
  • Release: PC, 30 September 2011 
  • Genre: Visual Novel 
  • Players: 1 
  • Price: US$10
After reviewing two Roguelikes back-to-back, even if they are really good Roguelikes, I feel like I need a break. Or, perhaps a vacation. And me being the egregious otaku I am, if I could go anywhere in the world on holiday, it would be Japan. What can I say, it is relevant to my interests. Well, realistically speaking, that would require so much preparation that Indie-Cember would be long over by the time I'd get going. So in the meantime, I've come up with a solution to address both my wishes. I'm going to review Go! Go! Nippon! ~My First Trip to Japan~, a visual novel about taking a vacation in said country.

Now, this review will be tricky as I'm nowhere near being an expert on the genre. I haven't even played any visual novels before this, unless you count the Ace Attorney series, which I don't because A) there's more to the gameplay than just scrolling through text boxes, and B) the underage girls in those games never whip their jugs out (thank God). But in terms of how we in the West associate with that genre, namely the "dating sim" type of visual novel, then Go! Go! Nippon! was what took away my metaphorical virginity.

In Go! Go! Nippon!, you, the player character, are off on a week's holiday in Tokyo, Japan, escorted by two sisters named Makoto and Akira. Makoto is the gentle, voluptuous older sister, and Akira is the tempermental, flat-chested younger sister. They stick rigidly close to the "yamato nadeshiko" and "tsundere" character types respectively. Although, if you stick around you might get to learn some secrets about them which, without wishing to spoil, bring in the feels like a... Well, I was going to say "tsunami" but that would've been tasteless. I'll get back to you on that comparison.
Makoto (left) and Akira (right) stick close to their character archetypes... at first. (ver. 2015 shown.)
So if Go! Go! Nippon! can't innovate on its characters, what does it do to stand out amongst so many dating sims? Context, context, context. As I stated before, this game is about exploring various real-world sites around Tokyo and abroad, with Makoto and/or Akira as your tour guides (they even made little uniforms for themselves, how cute). How it works is for each of the first three days, you get to pick from six (eleven in the 2015 version, more on that later) destinations to visit for that day. Your guide(s) will describe the various sites and sights of Tokyo districts like Ginza, Akihabara, Shibuya, Shinjuku, et cetera. They take you to different landmarks and restaurants, and spout tidbits of trivia about them all along the way. As somebody who has already been around Japan more than once, I may not have learned all that much from this game alone, but you probably will.

Apart from choosing your destination for each day, there's nothing much in the way of answering multiple-choice questions or anything like that, which would give you a chance to project your personality for the virtual characters. If I may be permitted to use my imagination for a bit, I would have put in a handful of multiple-choice questions, where the answer you choose would elicit a different reaction from whom you were speaking to, but not immediately trigger a different scenario to play. But each response would build up an invisible counter, or set of counters, resulting in a nuanced picture of your personality that the characters can respond differently to. Again, I don't know if this a standard trend in this genre, so I don't know how valid it is for me to be complaining about its absence.

Then, after three days of free-wheeling fun, the plot gets a bit railroad-y as the girls take you on an overnight excursion to Kyoto. The same tourism approach is still in place for this chapter, and it's fun to see both Makoto and Akira play off each other, but my problem is that the Kyoto part is always the same for every game you start. There are many other places in Japan they could've done in Kyoto's place, so why couldn't they have done that like they did with the Tokyo chapter? After that, you get one of two endings based on which sister you ended up taking with you during the first three days. At the very least, these endings reveal hidden depths of the girls, and with them bringing down the feels like a... ton of bricks, that's what I wanted to say before! Yeah, that'll work.
This game depicts numerous real-world locations around Japan. (ver. 2015 shown.)
Visual-novels are some of the most bare-bones games in terms of graphical presentation, but Go! Go! Nippon! is even more deficient in this arena (I assume). It has a nasty habit of breaking the "show, don't tell" rule of storytelling, as sometimes the characters will talk about something specific in the area that isn't shown in the background art. And some places don't even have background art, but just cut to a picture of the sky! The character portraits don't move at all either (unless you're running the 2015 version) There are little touches I do like, such as the fast-forward button and the two language tracks displayed at once. Having both English and Japanese text together means that you could even learn bits of the language if you'd care to study it, isn't that cool? (The 2015 version adds more language options, namely Chinese and romanized Japanese as of this article.) The translation is fine, apart from a few instances of "om nom nom", because... funny?

Before I end this review, I wish to inform you that there was recently a major update made to this game. So I shall. *ahem* There was recently a major update made to this game. Called Go! Go! Nippon! ver. 2015, this downloadable upgrade adds five Tokyo excursions to the 6 from the base game, effectively doubling the content. They also added widescreen display support, as well as "animations" which "morph" the character portraits to simulate the characters' chests rising and falling with their breath, or their hair waving in the wind. Now, this is paid DLC, and I said before, it's pretty sad when you have to pay extra for a decent experience. But I'm not mad, because both the base game and the expansion are cheap enough (you can get a bundle of both for US$15). It's not like some $60 multiplayer-only FPS with only, like, four maps and a $50 season pass on top of that! Because that would just be stupid! ...Right?

So, has Go! Go! Nippon! sold me on the visual novel genre? Eh, not really. In terms of its characters, it doesn't evolve much beyond the standard archetypes, but that's not to say I didn't develop some sort of emotional connection to a degree. The real reason to try this game, if any, is for its Japanese tourism trivia, so if you're planning to go there yourself or it's just an interest, it won't hurt to check it out. It would have been stronger, though, if I had more say in how my player-character acted with them. I do see a lot of potential in this genre, however, that wasn't realised by Go! Go! Nippon!. If you readers know of any better ones out there, I'd be willing to check them out.

Positives:
+ Lots of interesting facts to learn about Japan.
+ A satisfactory Japanese-to-English translation.
+ Give it time, and you can form a real attachment to these virtual girls.

Negatives:
- Breaks the "show, don't tell" rule on numerous occasions.
- Not much in the way of player choice.
- Too little content (unless you buy the 2015 upgrade).

Design: 3 tours out of 5 (Base game) / 4 tours out of 5 (ver. 2015)
Writing: 4 tours out of 5
Graphics: 2 tours out of 5 (Base game) / 4 tours out of 5 (ver. 2015)
Value: 2 tours out of 5 (Base game) / 3 tours out of 5 (ver. 2015)
The Call: 60% (C-) (Base game) / 75% (B-) (ver. 2015)

Tuesday, November 24, 2015

Game Review: Time Crisis 3


Time Crisis 3
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
  • Arcade, 2003 
  • PlayStation 2, 21 October 2003 
  • Genre: 3D Action (Rail Shooter) 
  • Players: 1-2 
  • Save: Memory Card (212KB) 
Previously on the SDP, I reviewed Time Crisis II, which codified many well-received conventions which stuck with the rest of the series -- the "Growing the Beard" entry, if you will. So, how do you follow that up? With Time Crisis 3, obviously. It follows much of TCII's example, sharing the same two-player setup and its improvements to the life mechanics, but does it do anything on top of that to set itself apart? Oh, it finds a way.

In TC3, you play as yet another pair of colour-coded VSSE agents, but the circumstances they're dropped into are a bit different from the usual fare. The setting is Astigos Island, a place heavily inspired by Greek islands such as Mykonos and Santorini, and it is currently under invasion by the army of the neighbouring Zagorias Federation, and its general (and the game's final boss), Giorgio Zott. In terms of writing a believable story, that's already a step up from the megalomaniacal villain of, say, TCII. In the various cutscenes, your player-characters also interact with a resistance fighter named Alicia Winston. While she doesn't have any effect on gameplay, this is an improvement from a storytelling perspective, considering that the usual role of women in Time Crisis games is that of the damsel in distress. As arcade-based light-gun rail-shooters go, being a genre filled with excuse plots, I was not expecting the story in TC3 to be as juicy as it was, but there you go. Granted, the voice- and motion-acting don't take themselves seriously enough to match the story, but baby-steps, people!
Shoot soldiers in yellow outfits for special weapon ammo.
Story aside, TC3's unique selling point is its multiple-weapon system. How it works is while you're hiding behind cover, you can pull the trigger on your light-gun to toggle between one of four weapons: the Handgun, the Machine Gun, the Shotgun, and the Grenade Launcher. The catch is that, with the exception of the Handgun, ammo for these weapons is finite, and must be replenished by shooting yellow-garbed enemies (the same ones who gave you bonus time or points in previous games). This is no quick gimmick, fortunately, but rather the game is designed around this additional functionality. On the upside, the ammo-bearing mooks are just frequent enough that you should seldom run into shortages. On the downside, there are also a lot of armoured enemies which take four or five regular shots to dispatch, not to mention all the bosses. Yeah, I get the sneaking suspicion that the game wants me to use all those extra weapons. You can still use your handgun for the whole game if you're a veteran raised on the old games, but your trigger finger will hate you for it.

In addition from the extra efforts put into the story and gameplay, the content has been buffed up considerably, too. Both the arcade and Rescue Mission stories take around 30 minutes to clear, which doesn't sound like much, but is still an improvement for this series. It feels like a longer journey, too, because each stage within each act takes place in a different setting. In act one, for example, you go from a beach, to a wrecked ship, to fighting the boss on a moving Jeep. That said, TC3 seems to have copied its action setpieces from the last game. The first act's boss takes place on a set of moving vehicles, the second act takes place on a train, and the third act includes a mini-boss battle with, of course, Wild Dog. As with the home port of TCII, TC3 lets you unlock unlimited continues and ammo for both your main and sub-weapons through repeated playthroughs and other achievements.
The Rescue Mission mode adds weapon upgrades and sniper levels into the mix.
Previous Time Crisis home ports experimented with either a second story campaign or a set of extra challenges, but the PlayStation 2 version of TC3 has both. In service of the former, beating the game once unlocks the Rescue Mission, a second story starring Alicia, the aforementioned resistance fighter. Much of her story runs parallel to that of the arcade mode, so you get to experience some of the same setpieces from a different angle, but there are new experiences thrown in as well. Every couple of stages, the format switches to a sniper-based setup, where you point your scope at distant targets and move on when they're all gone. These bits finally make use of the GunCon 2's extra functions: whilst zoomed in, you can use the D-pad on the back of the gun to move your field of view around without going back into hiding. The multi-weapon system from the arcade mode also shows up in Rescue Mission, but with a twist. Each of your three sub-weapons has their own experience meter which fills up with use, and when filled, increases that weapon's damage, fire rate, and/or ammo capacity. It's a neat addition which even further encourages the use of your alternate weapons, but I wonder why they couldn't have patched it into the arcade mode as an unlockable extra.

Time Crisis 3 is yet another example of how to do a sequel right. Now that Namco knew what they were doing, they were free to experiment with new mechanics. And not only did they do so, but they managed to design the game around them, for better or worse, so they come across as less a tacked-on gimmick and more an integral part of gameplay. Having a more intriguing story than the usual arcade shooter fare is a bonus, as well. Is it the best light-gun shooter around? I'd love to say so, but there's one other game which makes a strong case for that title, and you'll find out about it soon on the SDP!

Positives:
+ The multi-weapon system.
+ A longer run-time compared to the rest of the series.
+ The "Rescue Mission" mode in the PS2 edition.
+ Probably the best story the series has ever had and will have.

Negatives:
- An over-reliance on armoured enemies.
- The action setpieces seem recycled from Time Crisis II.
- Motion and voice-acting is still a little campy.

Control: 3 special weapons out of 5
Design: 5 special weapons out of 5
Writing: 4 special weapons out of 5
Graphics: 4 special weapons out of 5
Audio: 3 special weapons out of 5
Value: 4 special weapons out of 5
The Call: 85% (B+)

Sunday, October 11, 2015

Game Review: Time Crisis II


Time Crisis II
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
    • Arcade, 1998 
    • PlayStation 2, 1 October 2001 
  • Genre: 3D Action (Rail Shooter) 
  • Players: 1-2 
  • Save: Memory Card (74KB) 
Previously on the SDP, I reviewed the first game in the Time Crisis series. Despite its flaws such as the steep difficulty curve, I find it sad to remark that it's become increasingly hard to find in arcades these days. The same cannot be said of its sequel, Time Crisis II, which launched in 1997 or 1998 and is still relatively common to this day. Now, how could that be the case? And why did Namco wait until the PlayStation 2 came out before making a home port? On the off chance I'll be able to answer those questions, let's see what's changed.

Our excuse plot this time around concerns an industrialist named Ernesto Diaz, who has just finished launching a network of communication satellites into space, only as a cover for sending nuclear weapons up there as well. This time around, VSSE sends two agents (named Keith Martin and Robert Baxter) to stop him in his tracks, kicking off a series tradition of colour-coded heroes in red (for Player 1) and blue (P2) outfits. There's also an allied informant named Christy Ryan who tips off VSSE about the evil plot, but she gets captured in the opening cutscene and doesn't show up again until the final chapter. This game doesn't nearly pass the Bechdel Test, is what I'm trying to get across. Oh, and Wild Dog returns, this time demoted to the rank of mini-boss.
TCII finally adds a visual warning for shots that are about to hit you. (PS2 version.)
But where TCII fails to innovate in terms of story, it does so in gameplay. At long last, there is a visual aid to warn you when an enemy shot is about to hit you, in the form of a red ring called a "Crisis Sight", as the game puts it. It only lasts for half a second or so, but when it is on screen it stands out, and let's face it, it's better than nothing. Oh, and if you remember struggling to keep your time limit up in the old game, you're going to love this: instead of carrying over throughout the whole game, your time limit resets for each scene, and if it runs out, you merely lose one life instead of the whole game. Also, your gun's magazine holds nine bullets instead of the six from before. That's something else, I guess. I know this doesn't have much to do with difficulty, but TCII replaces its predecessor's time-based ranking with a more traditional scoring system. You get point bonuses by landing shots in quick succession, landing a series of shots without missing, and by landing shots on the hard-to-find gold-uniformed enemies who gave time bonuses in the last game. Shooting an ally character, by mistake or otherwise, docks you a few points instead of a whole life as in other rail shooters, which again helps make for a less stressful experience than usual.

The story mode is once again on the short side, clocking in at 15 to 20 minutes, and combined with the more forgiving mechanics, it makes the game feel like less of a challenge than before. The PlayStation 2 version fails to include any additional campaigns, as with some other games in the series. That's not to say TCII lacks any replay value, however. To get the full experience, you'll want to play on both the P1 and P2 sides, as they will occasionally branch off into different paths and converge later on, giving the different players chances to see scenes from different angles.

As for the home version, there are numerous unlocks to be had. For your first play-through, you'll have a limited number of continues, but this can be extended by either beating the game or using up all your continues, until you eventually unlock the Free Play option. By beating certain score and/or time targets, you can unlock alternate fire modes similar to the special weapons in later games. On top of that, there also shooting-gallery minigames to be unlocked, some of them based on Namco's old gun-game machines, and a series of "Crisis Mission" challenges which you'd be mad to attempt to earn all the medals on.
Both the first and second-player sides branch off to different paths at times. (PS2 version.)
Speaking of the home version, it is backwards-compatible with the PlayStation's GunCon, but also came bundled with a new light-gun model designed for the PS2: the GunCon 2. The GunCon 2 adds a few extra buttons, including one below the handle if you want to pantomime reloading the magazine, along with a D-pad up along the back. Even though TCII doesn't use these extra buttons for any specific features, the D-pad in particular is a very ergonomic option when used as a button to hide and reload with. As for re-creating the two-player experience of the arcades, your options are either split-screen or to link up two PS2 consoles by their iLink (a.k.a. Firewire) ports. Don't remember iLink? That's probably because it was abandoned by later models of the PS2, even before the redesigned version from 2004. Besides, this option would require you to own two TV monitors, two PS2s, two copies of the game, and two GunCons. If you're that intent on re-creating the arcade setup, you're probably better off buying an original arcade cabinet.

If I had to guess why, I'd say the lasting appeal of this game owes itself to the inclusion of a two-player option. The Time Crisis II arcade cabinet basically consists of two side-by-side machines which can either run independently or in co-operative multiplayer. Think about it from the arcade operator's point of view: you can get more income from a game that supports two people than with one, i.e. the first Time Crisis. As for the home port, it's nice that Namco went above and beyond the call, and added unlockable content to pad out the game's short running time. But TCII's lasting legacy is how it brought its series to a more accessible level of difficulty, and whether it makes the game more fun or too easy to be fun is a call best left for you, the player.

Positives:
+ New mechanics and rules make the game more accessible.
+ The two-player co-op mode.
+ The new GunCon 2, designed for the PlayStation 2 version.

Negatives:
- The new mechanics do take away most of the challenge from the first game.
- Still on the short side.
- Imperfect multiplayer options on the home version.

Control: 3 crisis sights out of 5
Design: 4 crisis sights out of 5
Graphics: 3 crisis sights out of 5
Sound: 3 crisis sights out of 5
Value: 3 crisis sights out of 5
The Call: 75% (B-)

Tuesday, September 22, 2015

Game Review: Time Crisis

Time Crisis
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
    • Arcade: 1995 
    • PlayStation: 31 October 1997 
  • Genre: 3D Action (Light-gun Shooter) 
  • Players: 1 
  • Save: Memory Card (1 Block) 
Once upon a time, arcade light-gun games followed a strict formula. Shoot the bad guys, don't shoot the innocent bystanders, and shoot outside the screen to reload. I've covered a few of those kinds of games already. But in 1995, one company added a new dimension to the formula. That company was Namco. That game was Time Crisis. And that new dimension was a foot pedal added to the machine, with which the player could hide from enemy fire. Over the past twenty years since the original's release, the Time Crisis series has been a mainstay in arcades, with a fifth entry (not including spin-offs) recently having been rolled out as of this article. The series has also carved out a niche for home console gamers, as the premier light-gun game series on the PlayStation family. So, the question I have to end my introductory paragraph with is, does the first game still hold up?

In this game's story, you are Richard Miller, a leather-jacket-clad operative from the spy agency VSSE, and your mission is to rescue the princess of Sercia from the villainous duopoly of deposed prince Sherudo Garo and mercenary Wild Dog. Oh, and some ninja with a claw who serves as the first act's boss. Okay, the story's not that important; it's basically the save-the-princess template updated for the pre-21st century. But Time Crisis has other selling points to fall back upon anyway. The arcade machine uses a foot pedal, which you hold down to advance and release to hide behind cover. You can't just turtle your way through the game, though, since you can't shoot enemies unless you're out of cover. Also, the game runs on a timer, which is extended by clearing each scene of action, and if either the timer or your stock of lives run out, the game is over. Upon starting a game, you can also choose an alternate time-attack mode, which limits you to one of the three acts but also gives you infinite lives, which is a suitable choice for beginner players.
In addition to enemy fire, you have to duck to avoid obstacles.
Time Crisis is not a game for beginners, however, especially if you're used to later, more forgiving games in the series. Only a few of the enemies' shots will land a direct hit if you don't duck out of the way, but if there is a tell for the hurt-shots, it's very hard to... tell. Maybe the damaging bullets are coloured red, I don't know. A rule of thumb is to pay attention to the enemies' uniforms. The red-clad enemies will almost always fire a hurt-shot when they appear, and thrown weapons (grenades, knives, etc.) will always hit unless you hide or, if you're really good, shoot them out of the air. Furthermore, on occasions you must duck to avoid larger obstacles, such as cranes, crates, and cars, which would knock you about otherwise. Fortunately, these obstructions are accompanied by an on-screen warning. Oh, and be on the lookout for the guys in golden uniforms. They don't fight back, and disappear if you let them go, but they're good for a few extra seconds of time, which in this game is very valuable.

The PlayStation version instead uses a special light-gun controller, the GunCon, with two buttons which work the same way. These controls may be customised to the extent possible; not only can you switch which button hides and which pauses the game, but you can even control whether you hide by holding or releasing the button. You can even use a second controller, preferably a dance pad or the pedal from a steering wheel, as the pedal if you absolutely have to emulate the full arcade experience. The GunCon itself, however, is a bit more complicated to set up. In addition to plugging the controller plug into one of the front ports on your PlayStation, there's a second cable which you have to plug in between the video cable and the TV/VCR/etc that it's plugged in to. And then you have to calibrate the gun sights every time you boot up the game. However, you'll have an even worse time of it if you're using a regular controller. This game pre-dates the DualShock controller, so analog stick controls are not supported, leaving you with the relative imprecision of the PlayStation D-Pad to move your cursor about.
The Special story mode in the home version offers
branching paths based on your performance.
On the other hand, the PlayStation version offers its own benefits, apart from the obvious one of no longer needing to hunt down an arcade which still has the first game in operation. This version includes a second story mode on top of the arcade version. This new story takes place in a hotel run by an arms-dealing villainess named Kantaris. (Honestly, there's so little character development to be had that, I don't know why I bother giving you everyone's names.) What's novel about this mode is that the level progression branches off at multiple points, subtly leading you to one area or another based on your performance. For example, if you clear out a room in the first area before the elevator doors close, you'll go down one path, or down another path if you can't make it in time. It's a tall order to try and get all four of the possible endings, given the difficulty of acheiving these unique objectives on top of the base difficulty of the game itself. Honestly, it's a good thing this extra mode was included, because the arcade mode only lasts about fifteen minutes (not including the time lost from re-playing sections of the game after continuing, which is pretty much inevitable), which is short even for the series' already short standard.

The graphical style employed in Time Crisis is typical of the PlayStation era, with low-polygon models and a a hybrid of realism and anime art, allowing for expressive (if unchanging) faces without looking too outlandish. The enemy character models come with multiple coloured uniforms which tell you, at a glance, what role they serve in their futile quest to stop you, such as the aforementioned accurate red-shirts (pretty much the opposite of you'd expect from Star Trek). Whilst there are no bonuses for hitting the head or other weak points, the enemies' death animations do react to where you hit them, such as twirling to the ground when you shoot them in the leg, or half-flipping backwards with a headshot. The music is forgettable and most of the line-reads in the performance are awkward at best, but the gunshot sound effects are impactful and change from room to room, simulating the changing acoustics, and the announcer who tells you "Wait", "Action!", and "Danger!" is just present enough to tell you what you need to know, but not too present as to be annoying.

The impression given by the original Time Crisis was one of trying to find its bearings. It employs on mechanics which were changed and/or abandoned for subsequent entries, and runs the risk of either alienating or intriguing series fans weaned on later entries. It's got that old-school NES thing going on, where it compensates for having a shorter duration by making it really tough to beat. If that's your thing, great. If not, at least it makes beating this game all the more rewarding.

Positives:
+ The cover-pedal mechanic puts a fresh spin on the genre.
+ The game's rules offer more challenge than other entries in the series.
+ The bonus campaign in the home version.
+ Little touches like death animations and gun sound effects.

Negatives:
- The difficulty level is the most unforgiving in the series.
- Limited ease of control if you're not using a GunCon.
- Silly voice-acting and bland story.

Control: 3 gold uniforms out of 5
Design: 3 gold uniforms out of 5
Graphics: 4 gold uniforms out of 5
Audio: 4 gold uniforms out of 5
Value: 3 gold uniforms out of 5
The Call: 70% (C+)

Saturday, August 1, 2015

Game Review: Metal Gear Solid V: Ground Zeroes


Metal Gear Solid V: Ground Zeroes
  • Publisher: Konami 
  • Developer: Kojima Productions 
  • Release: PlayStation 3/PlayStation 4/XBox 360/XBox One/PC, 18 March 2014 
  • Genre: Action (Third-person, Stealth) 
  • Players: 1 (Internet ranking) 
Question: What constitutes the true play-time of a video game? Is it measured in the length of its canonical story campaign? Or should any supplementary modes be included as well? And where does multiplayer fit in to all this? Well, this conversation got a little more heated with the release of Metal Gear Solid V: Ground Zeroes, billed as a prequel to the upcoming MGSV: The Phantom Pain. In case you haven't heard, the main story mode and six side missions of Ground Zeroes run, on average, about fifteen minutes apiece. Oh, did I mention that Ground Zeroes is being sold at US$30? Yeah, and it was going to be $40 at first. That may not be as much as the standard price of full-budget video games these days, but for something of this length, I'd expect nothing more costly than a ten-spot, not something treated with the same fanfare and pre-release scrutiny as... well, The Phantom Pain, for example. By any reckoning, I deem this unacceptable. So much so, that my original concept for this review was just an empty page, nothing but blank lines, made purely out of protest. But then I actually played it, and... well, just read on for yourself.

Ground Zeroes takes place in 1975 at a place called Camp Omega, a clandestine American prison-camp in Cuba, which is most certainly "not" inspired by the real-life one at Guantanamo Bay. The place is being run by a villain named Skullface, so named because most of the skin had been burned off of his face in some earlier time, who is in contact with an offscreen shadowy figure known only as Cipher (a.k.a. Major Zero from MGS3). It is here that Snake, alternatively named Big Boss or, as I like to call him, "The Artist Formerly Known as Snake", must rescue Chico and Paz, two children* who tagged along for the ride during 2010's MGS: Peace Walker, and have somehow wound up in Camp Omega.  Actually, with Ground Zeroes being a direct sequel to Peace Walker, I'd advise playing that game if you want to understand even half of the plot. No seriously, it's really good. I recommend picking it up as part of the Metal Gear Solid HD Collection, which in addition to Peace Walker also includes the special editions of MGS2 and 3, plus the original games made for the MSX. So go do that. I'll wait.

*Actually, it turns out that Paz is actually 24 years old by the time of Ground Zeroes. You see what I mean when I said the Japanese have a [verb]ed-up understanding of age? Ah well, at least it takes the edge off of what happens to her at the end.

Everybody caught up on their Metal Gear lore now? Good, let's move on. You know how I warned you in the first paragraph that each of the game's missions lasts but a fraction of an hour? Well, that's because Camp Omega represents the entirety of the game's playable real estate. The camp's large enough; I'm no good with estimating distances, but it could comfortably fit a fair handful of maps from any given multiplayer shooter. And one of the ending cutscenes is a shootout on Mother Base (the offshore headquarters Snake and company built up during Peace Walker), and the player doesn't get so much as a quick-time event! Come on guys; I know this cutscene is in-game, so you've already rendered the area just to make that cutscene which was apparently so bloody important! Why couldn't you have used it for some additional missions to fill out the game with!?

And speaking of ending cutscenes, at some point Snake and company extract a bomb from Paz's guts -- without anesthetic -- only for her to wake up and announce there was another bomb in her body, presumably in her womb. Dramatic, yes, but what was the point of showing us the ordeal with the first bomb if she's just gonna blow up anyway and send Snake into a coma which lasts him through the start of The Phantom Pain? And Paz, darling, it's lucky you're over 18 or else this would be even more effed up than it already is, and it is already considerably effed up, if you haven't gathered. And that's not even considering the stuff that goes on in the collectible cassette tapes, if you ever bother to listen to them.

For the gameplay we do get, Ground Zeroes introduces a new mechanic to its stealth-action gameplay, and by "new", I mean "borrowed from Far Cry 3". You can tag enemies by looking at them through your binoculars, allowing you to track their movements, even through walls. I must say, it encourages more careful play, or at least tries to. And even if you do get spotted, there's another new feature (and by "new", I mean "it might actually be new in how it's used in this game") caled Reflex Mode, wherein time slows down for a few seconds and you have a last chance to kill or knock out the guy who spotted you before the alarm gets triggered. This last feature is optional, but you get bonus points at the end of your mission if you don't use this feature. Further new features (and by "new", I mean "recycled from Peace Walker") include a revamped Codec system, which eschews the traditional text-based cutscenes in favour of a few lines of context-sensitive monologue, without breaking the flow of gameplay. If you ask me, this is how the Codec should have been implemented from the start.

And of course, Ground Zeroes implements "new" features that are being picked up by every triple-A video game with a drop of shooter blood in its body. Snake's inventory is limited to a maximum of two long guns, a pistol, and four items (such as grenades, C4, and empty magazines), and he regenerates health automatically. It is possible for him to suffer more serious injuries, thus limiting his healing factor, but you can cure these with a button prompt, and there is no limit to how often you can do this, so what's the point? Snake also has a sprinting ability, but I actually liked its inclusion here. Not only does Snake run longer and faster than characters in other games employing the technique, but it's handy for getting out of undesired skirmishes. And with an open world sandbox to play about in, running away to a different portion of the map is a reliable way to hide when you get spotted. Although I couldn't help noticing that the timers indicating the duration of the various alert phases have been taken away, and have been replaced by mere captions.

If you need any proof that the eight-generation consoles are totally unnecessary, look to Ground Zeroes. Both the seventh-generation (PS3 and XBox 360) and eighth-gen (PS4 and XBox One) demonstrate impressive visual details. Any weapons and items in Snake's arsenal are shown strapped to his body at all times (their excuse for limited weapon slots?), and even jiggle about when he runs or sprints. In missions with rainy weather, the water sticks to people's clothes, including fluttering ponchos, with suitable realism. Pretty much the only difference between the two tiers is that the newer platforms run the game at 60 frames per second instead of 30, which is nice, but hardly a dealbreaker, I say. Or, you could just get the PC version, which is essentially the same as the 8th-gen ones, but for a platform you probably already own (assuming you've upgraded it in the past couple of years). Yup, it's never been a better time to join the PC Gaming Master Race (unless Origin or uPlay are involved). Also, the voice of Snake has been swapped from his longtime actor David Hayter to Kiefer Sutherland. What can I say other than, "if you liked him in 24, you'll like this."

This may sound weird given all the examples I've read of the video games industry screwing over consumers, but Ground Zeroes left a positive impression upon me. Maybe I'm just positively inclined towards the game since I borrowed it from the library (even getting all the PSN Trophies in doing so) without paying so much as a cent, but I do have other reasons. Open-world gameplay is a natural fit for the Metal Gear franchise, even if in this case the open-world is smaller than expected. And that being the case, I'm actually kind of excited for The Phantom Pain. I might even pick up that game when it comes out... okay, I'll wait for the reviews first. For now, I can't approve of what Ground Zeroes represents, but if you like it for what it is, I won't hold it against you. So I'll tell you what I'm going to do: I'm going to give it a base score of 80% (B), but you, the reader, get to subtract 5 percent from that score for every US$5 you spent on the game.

Positives:
+ The new tagging mechanic makes stealth gameplay more fun and satisfying than ever.
+ There's plenty of stuff to do if you stick around for more than one play-through.
+ Very impressive graphics quality, even on the seventh-gen (PS3/X360) versions.

Negatives:
- Excessively brief first-play length.
- Regenerating health and limited weapon slots.

Control: 4 prisoners out of 5
Design: 4 prisoners out of 5
Writing: 3 prisoners out of 5
Graphics: 5 prisoners out of 5
Sound: 4 prisoners out of 5
Value: 1 prisoner out of 5
The Call: 40% (F) to 80% (B) (80%, minus 5% for every $5 you spent on the game)

Thursday, June 11, 2015

Editorial: When Marnie Was There & Silent Hills


This weekend, I took a trip down to Center City Philadelphia to see When Marnie Was There, the latest anime film by Studio Ghibli. Limited-release films like these tend to be a bit... geographically undesireable because of how far away I live, but the way I figured, it might be my last chance to see a Studio Ghibli movie on the big screen, so I took the plunge. See, as anyone with an interest in Studio Ghibli knows, this is their last movie to be released as the studio shuts down on an "indeterminate hiatus", following the retirement of its star director, Hayao Miyazaki. Even Marnie's review in the Philadelphia Inquirer discussed it in the context of those circumstances. So with the knowledge that this may be Ghibli's last impression, my sentiments toward the company might cloud me from giving an objective opinion on Marnie. Plus, I don't normally indulge in full reviews for films I only saw in theatres once, so I'll do what I did with The Wind Rises the first time around and embellish this here editorial with a mini-review.

The plot follows a pattern shared with a number of Studio Ghibli movies, with occasional variations: A girl moves out to the countryside and then (frequently supernatural) stuff happens. Off the top of my head, I recognise this framework from My Neighbour Totoro, Kiki's Delivery Service (although the girl moves to the city), Spirited Away, The Secret World of Arietty (although the girl is instead a boy), and the film on hand. But that's not a bad thing per se, as often these movies develop an identity of their own as they move along. In this case, the girl is a blue-eyed preteen named Anna. While out one day wandering about her new neighbourhood, her eye catches on a mansion on the other side of a marsh, and on a blonde-haired girl in the upstairs window, the titular Marnie. One night she sneaks out to meet Marnie in person, and the two strike up a friendship in no time flat.

The film does a great job of establishing how completely broken Anna is on her own, and how Marnie fills in the missing pieces of her psyche. To make one of my many Evangelion allegories, Anna is like Shinji, and Marnie is like Kaworu Nagisa, the only person in her life willing to provide her with unconditional affection. And what other connection is there between Marnie and the Shinji/Kaworu episode? "Both parties are the same gender?" That's right! I don't know about you, but when I saw the trailer for this movie, I wondered if the Anna/Marnie relationship would be of a lesbian nature. And I'd have been alright with that; proud, even, because of how sensibly mature the movie treats their interactions. But in truth, the nature of their relationship is strictly platonic. Which is also nice; I mean, can't two people of the same gender have a deep friendship without other people bringing it into homosexual territory? ...Not that's a bad thing... Don't worry, I meant less offence than you probably took that as (unless it was zero to start with).

But more than anything, Marnie feels real, supernatural elements notwithstanding. It touches on a number of real-world troubles in varying capacity, such as adopted children, bullying in the family, and even xenophobia. Remember when I said Anna had blue eyes? Yeah, that's a plot point. Some plot elements are a bit out of place and fail to go anywhere, like when Marnie and one of her peers lash out at each other at the Tanabata festival. But that's about it. I even cried while watching this movie! ...Okay, not really; I don't cry that easily, more like I got misty-eyed. Yeah, I got misty-eyed. How many films can I make that boast about? On more levels than one, When Marnie Was There is one such film. And for that honour, I shall bestow upon it a tentative grade of 5 out of 5 (A) and a Dragon Award.





So now that the review is over, let's get back to the topic at hand: When Marnie Was There is potentially the final feature film to be made by Studio Ghibli. This is a worrisome situation because Ghibli has been a heretofore never-ending force of good in the animation world. (Bear in mind, I make that statement not yet having seen Tales of Earthsea.) Seriously, a great chunk of their works have been nominated for the Best Animated Feature Academy Award since that category was created. Of course, only one of them actually won, but that's a different crisis altogether. But with Studio Ghibli gone, who's going to pick up the mantle of making critically acclaimed anime films? Or does the next big thing in animation even have to be Japanese? There's this one director I've started following recently, named Tomm Moore, and I've read his output as being likened to an Irish counterpart to Studio Ghibli. Although relatively new to the scene, both of his works The Secret of Kells (2009) and Song of the Sea (2014) are distincly awesome. They were also nominated for the aforementioned Oscar; of course they didn't win either, because the jurors involve are just fff... Philistines. (I have to admit that joke works better when you hear rather than read it. Still, last-second word swaps FTW!)

But looking back on this whole affair brings to mind a certain... other event I've obsessed over lately, involving the cancellation of a certain long-hoped-for video game. "Gee Kevin", you may be thinking, "how many articles are you gonna write about Mega Man Legends 3?"

No, you idiot, the other one!

I'm talking about Silent Hills, the would-be reboot of the survival-horror franchise Silent Hill, collaborated upon with Metal Gear creator Hideo Kojima, film director Guillermo del Toro, and actor Norman Reedus. Actually, there are a number of similarities between the circumstances of the two games. Both were being led by a high-profile director (Mega Man creator Keiji Inafune for MML3) before they left their respective companies. Both stood to revitalise series which hadn't been relevant in years. Both had a preview or demo version which is not available anymore, if at all (Legends 3 Prototype and P.T.). And both happened to have been followed up by Kickstarter projects seeking to bring a new games based on their companies' good old days. (Okay, so Castlevania creator Koji Igarashi wasn't actually involved in Silent Hills, but shut up, I've got a good theme going.) Is this the future of the games industry? Or is this all just a coincidence? Heck if I know.

Now, I didn't have the same emotional investment for Silent Hills as I did for MML3. At the moment, I've only played a bit of the first Silent Hill game (PSone, 1999), and I've heard good things about Silent Hill 2 (PS2, 2001). (Seriously, on the rare occasions when Yahtzee recommends a game, he's never steered me wrong.) I am aware, however, of how the Silent Hill franchise, as well as the survival-horror genre in macrocosm, have lost sight of the subtleties that made it so effective way back when. And given the series' track record, maybe Silent Hills would have reversed its course back in a positive direction, or maybe it wouldn't have. But man, it would've been great if it did. It might even have brought new fans on board, including yours truly. As it stands, I may not have been on board with the whole Silent Hills thing, but y'all have my sympathies.

So what was the point of this diversionary anecdote, other than to provide my two cents on the issue? Well, the moral to draw from both those stories is that we should support independent works of media. You won't see the big American animation studios doing a hand-drawn character drama, and you won't see the big Japanese video game studios reviving the styles of games which made them famous back in the day. I mean, even though Mighty No.9 may not be the ideal replacement for Legends 3, I'd still give my money to its independent makers than to Capcom. And now that the World Wide Web and social media are things, we the people have the power to give these low-profile works the attention they deserve. I mean it when I say...

This is IchigoRyu.

You are the resistance.