Wednesday, June 30, 2010

Your DreamWeb is just about to fall

Continuing on with that rant I made earlier this week about subtlety, I am reminded of a game that came out in 1994, for the Commodore Amiga (and later PC).
For the unfamiliar, Dreamweb is a adventure game where you control a dude named Ryan. Through a series of recurring dreams, he is informed by a group of monks that seven evils are in the city he lives in and whose continued presence will eventually bring about a global calamity. Thus, Ryan is assigned to hunt them all down and kill them, in the name of restoring the balance and saving the world.

Sounds familiar? Not this time: You see whilst the game itself may run through a tried and tested gaming plot formula, it soon becomes clear that something about this game just doesn't sit well. A quick peek into the manual reveals a diary kept by Ryan which reveals a lot about his mindset: He has problems with his girlfriend, he's been lacking sleep and he is showing signs of paranoia. Ultimately, Ryan is losing his marbles.
Thus whilst the game is a standard kill-dudes-to-save-world-scenario, the manual, and hints throughout the game, tell a different story: Is Ryan deluded? Is he a serial killer? Is he using the rationale of the Dreamweb as an excuse to gun down people in cold blood? Ryan is not all bothered by motives - and if the player questions them, progress through the game is stalled.



At first, Ryan is in a kill-or-be-killed scenario. That changes, in the second mission where Ryan has to gun down an innocent person, a security guard no less, simply because they are in the way. This unfortunate adds more to the questionable morality of the game, simply through having no function beyond being in the wrong place at the wrong time.
Yet there a few clues that suggest that the DreamWeb is real and Ryan more not be deluded. Indeed, by the end of the game, the player has to arrive at a conclusion about Ryan and the state of his character.

Dreamweb as a game inspires many questions - all of which are never resolved by the game's end. That it does so, is a masterstroke - adding further to the punch this game provides. Indeed, the strength in this game is in it's story-telling and the way it challenges it's audiences. So much so, it makes me wonder why no one else has tried to replicate this scenario (maybe they're too scared of subtleties. Or too busy trying to match Halo's thunderous success). It's been sixteen years - we could do with some more ways of telling the story, addressing key themes and, indeed, something to point to to verify a maturity in gaming.

You know, to hell with Prince of Persia: They should a game-based movie out of this!

References:
http://www.hardcoregaming101.net/dreamweb/dreamweb.htm
http://www.ntsc-uk.com/review.php?platform=ipc&game=Dreamweb

Monday, June 28, 2010

Additions to the Virtual Console

Some Virtual Console titles I recently added to my ever-growing library.

Adventures of Lolo 2
I downloaded the first one last year and I thoroughly enjoyed the mind-bending puzzles that make up this game (not to mention the irritatingly catchy theme tune). Sure the second may be more of the same but not that I'm complaining.

Ogre Battle 64
More of a curiosity: I know nothing of it apart from it being ace (apparently) so it would interesting to see what it can do.

Street Gangs
Or River City Ransom to those of you on the other side of the Pacific Ocean. I remember in the early nineties beat-em-ups were quite popular in arcades. So seeing this one, with RPG elements and a charmingly cartoonish presentation makes for a different, and indeed entertaining, romp.

Super Star Wars
Whilst movie-tie ins are nowadays looked down upon, this gem stands out, mostly because the amount of creativity and effort the developers put into it. Creative liberties may have been a puzzling move on paper but here it works wonders. There have been many Star Wars games made but this definitely stands tall as one of the best.

Super Empire Strikes Back
And if you're going to download Super Star Wars you may as well download Super Empire Strikes Back as well.

Seems a bit strange that I'm acquiring new titles when I have so many games unfinished but whatever....

Friday, June 25, 2010

Finger on the Chrono Trigger

I recently noticed that Final Fantasy 2(4) has just been released for the Virtual Console. No doubt this move was inspired by the success of it's younger brother, Final Fantasy 1, some weeks ago. I for one welcome this and hope these games will eventually lead to a Virtual Console release of Chrono Trigger.

Chrono Trigger was never released in Australia. So whilst gamers in the US got to play a gamer which has since been recognized as one of the finest RPG's ever, we Australians missed out. And we missed out on it a second time around when Final Fantasy Chronicles came out on the PS1.

Why? Beats me. It seems odd that a game that is so highly regarded be released in exclusive areas (but in retrospect, in the games business Japan and the US are the only countries that matter) whilst every where else misses out. It certainly adds an interesting perspective on the whole R18+ debate here in Australia and invites the the notion that Chrono Trigger was never released in Australia because it was a very good game (as opposed to, say, Sonic Unleashed).



The success of the Virtual Console lies in the offer of giving gamers a chance to go back and pick up on something they missed the first time around. And having a game that was originally passed over for release in Australia finally show it's face would be a welcome addition to any Virtual Console. Why not have Chrono Trigger? If the effect of word of mouth is anything to go by, people would already be aware of the game's greatness from it's fans overseas - thus, releasing it on the Virtual Console would see sales go through the roof.

With Final Fantasy being released on the Virtual Console, it is at least SOME indication that Squaresoft is paying some agree of attention to the fans. Now I live in hope that they have the balls to go one step further and finally bring Chrono Trigger down here.

Wednesday, June 23, 2010

Cheated by Blizzard

Now that Starcraft 2 is bearing ever so closer upon us all, I am reminded some years ago of this rant I posted on a forum. The rant in question was my carrying on about my dissatisfaction with the ending of the original Starcraft and how I felt ripped off by Blizzard.
Sadly, that rant has been lost to history but I can recall some of it. And seeing as Starcraft 2 is growing closer, I don't feel the fire has burned out - so what better time to add fuel to the fire?



My annoyance with Starcraft came with the ending: There's no denying it of course, Starcraft had one of the most well-realised plots ever conceived for a video game. It's just at the end of it I felt...well.....cheated.
Now, in all my years as a gamer, I know the feeling of elation and achievement upon completing a video game. And why shouldn't I? With gaming, you are going into a reality that someone else cooked up for you. You are playing by their rules and, as such, you expect a decent pay off in the end. After all, on of the key rules of fiction is that you must always play fair with your audience. Does anyone like having an ending that is of an ambiguous nature and/or ends on cliffhanger that may never be resolved? Of course not. You gave the game many hours of your life - it's no wonder that people continually rant about games (and TV series for that matter) that were great all the way through until the ending.

So what is my beef with the ending to Starcraft? Well, lets see: Arcturus's empire is in ruins, the UED is completely destroyed and the Protoss have fallen back to square one in rebuilding their empire - all of which you, the player helped build up. Several key characters are dead - one's who were on your side and were killed just as easily as issuing commands. And Kerrigan is in control of this sector of the galaxy - and you the player have been a destroyer just as easily as a builder.

Clever ending? Indeed. Satisfying? Not likely.
What annoys me is that the rug was pulled from underneath me. I have been building empires, getting connected with the characters and really felt like I was playing a major part of the narrative. And then what happens? I am then forced into destroying empires, killing characters and have my role as a plot mover, into a universe destroyer. And what have I accomplished in the end? A hollow victory (which, fittingly, is mentioned in the closing text before the credits).



So is that it? I gave Blizzard so much time and effort only to have everything I contributed towards come out the other side as meaningless? I contributed to Kerrigan's extensive plan for revenge for what (mind you, it may be interesting to see what she has up her sleeve for SC2)? Considering how difficult the Zerg missions in episode 6 are, are they even supposed to win? And don't give me that 'Kerrigan's tragic backstory' BS because, a) So what? b) Doesn't everyone have one these days? c) that was established outside of the game and d) this backstory was established in a book which, unlike a game, requires little in the way of participation.

So yes, I came away from Starcraft feeling used: I gave up the time to spend the Blizzard's universe and built up a hollow victory. It was at that point that the longstanding bond of trust between gamer and the game was broken: I was forced into a position of being deceived/powerlessness in a medium where the user is granted a large degree of freedom. Some may relate similar experiences in finding SHODAN posing as Polito, Aerith being stabbed by Sephiroth or the realisation that Wander's quest is nowhere near as noble as you would like to believe.

Still in the end, if a game inspired this much venom, then it must've been a pretty damn good game....

Monday, June 21, 2010

End of a Legend

Following on from an earlier post, I managed to level up a singular character in Soul Calibur Legends in order to take on Barbarossa. Using one of my SC favorites Sophitia nearly exclusively, along with another favorite Mitsurugi, I leveled Sophitia all the way and ready to pound Barbarossa into the dust.

Only to fail like before.

Now I'm beginning to wonder if this plan of mine made any difference whatsoever....

Oh well, I suppose I wouldn't be gamer if I didn't spend so much time doing something completely pointless.

Friday, June 18, 2010

Hall of Shame

Watching Good Game last night, I present my very own hall of shame - the games I have left uncompleted:

Actraiser
Castlevania: Rondo of Blood
Dragon Age 2
Eternal Darkness: Sanity's Requiem
Final Fantasy 1
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Final Fantasy 7
Gunstar Heroes
Jade Empire
Legend of Zelda: Ocarina of Time
Legend of Zelda: Majora's Mask
Legend of Zelda: Twilight Princess
Metal Gear Solid 2: Sons of Liberty
Metroid Prime
Ninja Gaiden Black
Okami
Paper Mario
Phantasy Star
Sonic and Knuckles
Sonic CD
Sonic the Hedgehog 3
Sonic the Hedgehog 3 with Knuckles
Star Wars Rogue Leader
Super Mario Bros
Super Mario 64
Super Mario RPG
Super Metroid
Zack and Wiki: Quest for Barbaros' Treasure

Quite amusing yes but it does raise an interesting question: Why are these games left uncompleted? And so many at that?
Time and Difficulty.
Time, because I have so many games to play. I am spoiled for choice with a number of games to play and it is hard to manage time to play them all. For this reason, I own very few games of current console generation. Why? Because so many games from the previous generations are left unfinished!
Difficulty is my way of playing game until I get to a difficult part - upon which I abandon the game with the intention of returning to it at a later date. But in some cases, that later date is a very, very long time. As such, it's hard to come back to a game only to find that you've been away so long you've completely forgotten just the hell you were doing previously! Other times, it's getting to a point which is quite demanding to the player (does anyone know how to pull off a successful wall jump in Super Metroid?!).

In any case, having this list before me is something of a carrot: I can see what games need attention. This list is a motivator in itself and suggests an interesting sense of self-discipline: No more new games until you complete the one's you've got!

Seems I've a lot of work to do.....

Wednesday, June 16, 2010

Shadow of the Colossus: Eight down, eight to go

On a whim, I decided to make a second run through of the awesome game Shadow of the Colossus. Progress has been good so far as I've reached the halfway mark.

Having played this game before, I know what to expect - and the game's general premise intrigues me (SPOILERS ahead):
A guy, Wanda, wants to bring a dead lass, Mono, back to life so he goes to a forbidden land long abandoned by humans. There, Wanda arrives at a temple where sixteen giant statues stand. Laying the body of Mono on a plinth Wanda is then instructed by a heavenly voice, Dormin, that in order to achieve his goal, he would need to slay sixteen colossi that inhabit this land - and even then there will be a terrible cost involved. Wanda agrees and, accompanied by his horse Agro, ventures through the land.
He eventually meets the colossi one by one. Some are hostile, some attack on instinct and others don't ever fight back. With each colossi defeated, their bodies become rock and earth and their essence bursts from them to engulf Wanda, corrupting his body and transport him back to the temple. And in the temple, the statue of the defeated colossus crumbles and a white dove comes to rest next to Mono's body.
With each colossus defeated, Wanda's body deteriorates with each colossus' essence. Towards the end of Wanda's quest, a priest, Emon, and some men enter the land and, on the way to the last colossus, Agro plunges into a ravine but not before saving his master's life. With the defeat of the last colossus, Emon and his men enter the temple. They see Mono, the remnants of the statues and, finally, Wanda's body. Recognizing him, Emon's men try to kill him but suddenly Wanda's body is taken over by Dormin. Emon responds by casting a banishment spell, sending Dormin, along with Wanda, back where he came from. Emon and his men then leave the temple and the land altogether. Mono then wakes up to see Agro enter, miraculously, limping with a broken leg. Mono doesn't appear to recognise the horse but then she finds something new: There, in a spot where Wanda/Dormin was last seen, is a baby with horns sticking out of it's head. Mono then picks up the baby and follows Agro to the top of the temple where a secret garden awaits. The game then ends and the credits roll.

That being said, I have to wonder: Has anyone ever tried to use this game for anti-religious purposes? (No this is not a challenge!)

Monday, June 14, 2010

Party at my place

On Friday I celebrated my twenty-eighth birthday. One of the presents I received was Soul Calibur Legends. Dismissed by critics, I actually found it not bad a game. Repetitive maybe, straining on the arm with use the Wii-mote perhaps, annoying lock on system glaring, but all in all, it's been a fun little diversion.

Yet I noticed, as I went further and further, that the computer keeps track of my use of the characters with a progress bar showing their usage with the completion of a quest. In a way, it seemed expected of me to use one or two characters almost exclusively, thus creating a 'super' character, capable of wiping the floor with the opposition within minutes.
But I don't play like that: I like to invest time and effort with the characters in my control, building up a well-oiled machine capable of taking any challenge head on. When given a group of characters, I expect them to function as a unit and for each of them to contribute something that the others cannot - and, in some cases, provide a back up for someone else's talents.
It is a good philosophy: like any true army commander, being all too aware of getting the best out of the most seemingly ordinary underling. I think this philosophy is best utilized in the customization process of Final Fantasy X. Now you often hear RPG's being criticized for having useless characters and the FF series is no exception. Yet, I really enjoyed FFX's party customization and with some clever use of the Sphere Grid, as well as the ability to switch combatants in the middle of battles, I made sure Tidus, Yuna, Auron, Lulu, Wakka, Kimahri and Rikku each had a role to fill and brought something to the table. And indeed, this varied approach sure provided a fresh perspective on the game.

But that is only one game: Some times this philosophy doesn't work. I've building up all the characters handed to me in SCL, in this quest to have no useless characters, but in the end it's a fairly useless exercise as, the game appears to want me to produce a singular, crush-anything super-dude. Well that's nice the game thinks that way but then what's the point of handing me all these other people then? If I can only bring two characters into a battle (in particular the confrontation with the enormous Barbaros) why should I bother with the other four?
It should be also noted that I encountered the same problem with the Chronicles of the Sword feature in Soul Calibur 3.

So sorry Namco for my preferred way of solving a problem not being the way that you want me to

Friday, June 11, 2010

For the love of Yuna and Tidus

Hello again and welcome to another blog post, where I harp on and on about various things from the angle of a gamer. So what to talk about today? Well, I am a gamer yes and, at heart, a romantic. So how about combining the two?

Having grown up with gaming developments since the late eighties, romance has always played something of an important role in gaming development. In the beginning, rescuing one's significant other from some monstrous baddie has been a motivational aspect for the player to get playing. Thus Mario sets out to rescue Princess Peach (and does so for many games afterwards) and Link does so much and invests so much effort to rescue Princess Zelda. After all, what guy can say no to a Princess?
Later developments add a degree of interactivity so the player can choose one partner and, through choosing the right options, be treated to some fascinating outcomes. Thus, Cloud can end up having a date with either Tifa or Aerith. Likewise my Baldurs Gate 2 character can either have Aerie, Jahiera or Viconia every time I play through. Indeed, having this degree of interactivity certainly adds a variety of depth to the character as you lead them through thick and thin.
Granted maybe watching a romance develop in game may not be as satisfying or enjoyable as the real thing but in a way it is fun to watch two characters develop, see them watch out for each other, stay with each other through the various ups and downs and hoping they'll eventually come out on top. Indeed, when your guiding your BG2 Half-Elf Ranger/Cleric to a relationship with Aerie whilst saying "You two belong together!!!" then something must've clicked. And in a way it can even provide something of an insight into what to do and what not to do.

So which is my favourite couple in gaming? Well in my mind some work, some don't. I always felt Mario could do better than Peach as a) he's an Italian so you'd think he'd have better taste and b) she's ineffectual as a princess as she doesn't really do much beyond making cakes and getting kidnapped. Link and Zelda aren't really given much chance to develop as someone keeps hitting the reset button in-between games. I enjoy Cloud and Aerith both as a couple and the tragic element therein but whereas I don't see the appeal in Tifa, a whole lot of other people do. And whilst the romances of Baldur's Gate 2 are fun, they are really all running on the same script, thus leaving no room for something special.

That being said, what is my favourite gaming couple?

Well, it comes from a game called Final Fantasy X and concerns a lad named Tidus and a summoner called Yuna.



Of course by now I can imagine many of my readers throwing up their hands in disgust but for me these two work on a number of levels - many of them distinguishing it from many other romances in the Final Fantasy series and gaming in general. Okay I will concede that yes Tidus may have been irritating but I have my reasons and they are as follows:

Firstly, whereas many games use the concept of romance as a leading hook to get the gamer involved with the plot (as described above). Not so here: In the world of FFX, we see a lad lost out of time as he is transported to a completely alien world and subsequently falls in with a band of unusual characters. It isn't established from the beginning that Yuna and Tidus will eventually become romantically involved (well there is that opening cinematic but that technically doesn't count as it's set in the middle of the story). Instead the romance itself is something that's developed over time and, in a way, in a rather unexpected manner. There is no masterplan or anything of that nature, it's just something that simply happens and is handled in a distinctly mature manner - much like a real relationship itself. To establish such human emotions is indeed an impressive feat in a game of all things.

Secondly, the romance from FFX plays out differently then those established in it's predecessors. Previous Final Fantasy games have had a romance yes but they seem to follow the same formula of having the male being a grumpy, angsty jerk who has little time for people and the female who is a more 'pure' character whose presence brings the male out of his emotional shell. A very escapist perspective indeed but that's what it is. It may not represent fact but it works on an escapist level.
So what makes Yuna and Tidus special? Well, for one thing the tried-and-tested formula is ditched for something different and more mature. Thus Yuna and Tidus come across as being the mirror images of the same character: They are orphans, each bearing the legacy left by an absent father. And as they deal with said father's absence, they come to terms with the responsibilities left for them.
What's also a welcome difference from the previous Final Fantasy's is the nature of the quest. Tidus may be the character controlled by the player but, unlike his predecessors, the quest he goes on isn't his. Instead, the driving force behind the game is Yuna. In a welcome case of role reversal, she is the one heading out on the quest, thus reducing Tidus to the role of tagalong.
In any case, I credit the makers of this game ditch formula and try something new. Anyone can do something with a formula but it takes a brave person to try and do something different with it.



Thirdly, I like the progression of the relationship. It isn't an instant attraction, it isn't a bond forged out of an intense situation (of sorts). What it is though is another notch for the maturity aspect that keeps the relationship afloat: Like any other relationship, it takes a lengthy progression time for the two people involved to develop something special and eventually admit to it. In the case of Tidus and Yuna, it take many an hour of gameplay to arrive at that point, of admission, in the game. Again, it is a feat in itself that the makers took the time-honored approach to such development - not to mention a refusal to sugar-coat anything that may have ruined anything genuine. And again, I like games that can convey a range of emotions - it is an achievement to make something of an emotional resonance in a medium not known for doing so but to do so without any degree of falseness or saccharine elements is an impressive feat indeed.

Finally, what seals the deal is that tragic undercurrent. The entire relationship is built on taking things in a mature manner and running the full gauntlet of emotions. And all of this comes to it's zenith with it's conclusion. Yuna's quest is to cast the final summon to defeat the antagonist Sin so the people of Spira can enjoy ten years of peace. Yet as the game progresses it is eventually revealed that at the end of her journey Yuna has to fulfil the role of a sacrifice. Hardly the best choice of a romantic partner true but that knowledge implies a sense that the time spent together is limited and every minute should be cherished - and thus the relationship is all the better of for it.
And indeed, at the end of the game comes the most bittersweet of endings: An alternate solution is put to work, Sin is defeated forever and Yuna's life is spared. However it also means an end to the relationship as Yuna and Tidus face a seemingly lasting separation. Now I'm not one to readily admit this but the ending to FFX did leave an impression on my cold jaded heart. The moment that got me was when Yuna runs after the departing Tidus and what she says afterward. I mentioned in my assessment of Ico that I did get somewhat teary eyed at the end of it and well, the same thing can be said here. Indeed, it is a sign of a great game when one can trigger such emotion. and it is a brave move from the Square that they went with a bittersweet ending and refuse to compromise with a happy ending (which also leaves me wondering why FFX2 needs to exist).



So to summarise, why does Yuna and Tidus work for me? Well, what sets their romance apart for me is that it's handled in a mature and realistic manner - in a field not known for it's subtlety. It ditches formula from established conventions to say something of it's own. It runs though a whole lot of emotions that really establish a substantial connection with the player, without any sense of sappiness whatsoever. It is compelling enough to see these characters go through so much and hoping they'll come out on top. And it has the balls to not fall into the cop-out trap of having a happy ending.

Indeed, I have found Yuna and Tidus and their romance so compelling that I found them an interesting starting point for a blossoming romance. In early 2008, I was interested in cosplay to a point that I wanted to, some day, get together with someone and do a cosplay couple. I heard from my friend Kath that she was interested in doing Yuna for AI-Con. Seeing a chance for my goal to be realized, I suggested that I cosplay as Tidus to match. She agreed and we did - and subsequently became something of a hit at AI-Con.
This in turn was the first time we did cosplay couple but certainly not the last time.


The first, and defining, image of the entire relationship

Genuine couples aren't something that's seen a lot in cosplay but when it does happen, it really becomes something special and it shows a lot to everyone else. Indeed, at Manifest this year I had the pleasure of meeting two teenagers who were cosplaying as Tidus and Yuna. Through talking to them, I found out that they were a couple and they were doing the cosplay for the couple element. I too said I was part of a cosplay couple and I'd previously done a Tidus+Yuna. I said they looked great, got them to pose for a photo and, to cap it off, I joined the Yuna in singing Still Alive from Portal. It wasn't just seeing two people cosplaying as some of my favorite characters, it wasn't just seeing what everyone sees when they see a cosplay couple and it wasn't just picking up the genuine feelings between them. No, it was seeing that someone else thought the same thing I did. And it is great feeling that you're not alone in something you saw.

So that's my thoughts, not to mention my experiences, on Tidus and Yuna. Two video game characters who, along with their connection, left a lasting impression indeed. And now, having taken the time to type this all out and share this with all of you, I do believe it safe to say that I have pretty much cemented my status as an absolute nerd.


Yeah I thought so too

So here's two masses of pixels!

Wednesday, June 9, 2010

Aerie's Avatar

Still playing Baldur's Gate 2 and still thinking it's ace :D

You know, when I look at Aerie's portrait, I can't help but be reminded of Neytiri from the movie Avatar:



Okay, maybe I'm not the first person to think this, but I can see one or two similarities. Coincidental? Maybe but it would be a nice thought to think that the maker's of Avatar are fans of Baldur's Gate 2

Monday, June 7, 2010

Everything's great in Baldurs Gate

I would dearly love to play Dragon Age Origins ATM but, seeing as I am without a Xbox360/PS3, I have to settle for playing Baldur's Gate 2.

Not that that's a problem of course. You see, I rank Baldur's Gate 2 as one of the finest games I have ever played. I love Bioware RPGs having and, given a choice, I would take them over any JRPG any day. Star Wars: Knights of the Old Republic rocked, Dragon Age Origins rocks (or at least what little I have managed to play of it) and, the Baldur's Gate, the game where this love affair began, was ace - only outdone, of course, by it's own sequel.

I am currently in the middle of my second run-through of BG2. Previously, I had a half-elf Ranger/Cleric - I like elves, Rangers are cool, and the (combined) class yielded a nice selection of spells. It was good fun guiding this character through thick and thin and watching him grow as the game progressed. He took residency in a Ranger cabin watching over the village of Umar Hills and he got to romance Aerie. My half-elf went all the way through the game to the Throne of Bhaal itself and knocked Melissan for six. :D



Currently, though I have a new character: Rodrigo, a human thief. At first I was going to take him through BG1 but it crashed halfway through. So, I forwarded my schedule and brought him straight into BG2 as a Swashbuckler. So far, he is making his way through Athkatla with Mazzy, Yoshimo, Jahiera, Edwin and (Sir) Anomen in tow. I have managed to take control of the Shadow Thieves Guild (I so love the idea of being the head of a guild) and I'm doing a number of quests - many of which I didn't get to do on the first time through. Also, when I've previously been a 'good' party, I'm being a bit more flexible, doing an equal amount of good and bad things. Indeed, it would be interesting to see how this will effect the outcome. And finally, I'm also partaking in the Jahiera romance sidequest.

Sure I may have completed the game as well as done nearly all the quests, but the fact that I'm willing to go back and grind my way through the game a second time is the sign of a good game. Sure I may be taking a different path and avoiding some previously completed quests for the sake of doing something different, but in the end, the prospect of doing things differently is a good enough reason to do it all again. Such re-playability is a testament to the notion that there are many ways to accomplish a problem and is good enough reason to keep coming back to this staggeringly awesome game.

Friday, June 4, 2010

The Conquering of a Super Mario World

Yesterday, I completed Super Mario World. I wouldn't say complete though: I beat Bowser, I saw the ending and 80% completion is good enough for me.


Having spent a childhood wishing I had a SNES, playing SMW on the Virtual Console all the way through, is a new thing for me. I've always enjoyed the Mario games but it's interesting to note how they suck you in: The Mario games I've played start off accessible but then gets fiendishly difficult to the point of loud screaming and controllers being flung across the room. And SMW is no different: Up to Vanilla Dome, I was scoring bonus lives by the truckload. By the time I got around to the Forest of Illusion, I was up to over 80 lives! At first I thought the game was being awfully generous but then i found there is a good reason for this: Those lives? Ya gunna need 'em. Thus, when I was trudging through Chocolate Island and the Valley of Bowser, I was losing lives at a staggering rate (Wendy's Castle is an absolute BITCH!). I lost count on how many times I had to backtrack in order to find power-ups/lives/the long-suffering Yoshi necessary to solve the level.
And there's some areas I need to crack, like Star Road 7 and the Star Road exit from the Twin Bridges area (how one does that I'm still not certain on). No rest for the wicked....

Still, SMW is as just as much fun as it has ever been. You have to feel for poor Yoshi though: He looks like his back will collapse under the weight of the big Mario and he's frequently sent plummeting to his death. Still, he at least got to carry Princess Peach all the way back home (who appeared to be a more appreciative of her steed than Mario ever was) so there's a happy ending.

Wednesday, June 2, 2010

The tale of a Rock Band: Demon Flower

Demon Flower - The most exciting band currently on the face of the Earth, this band has burst out of nowhere from the city of Seattle ready to take on the world. They’ve torn their way from one end of the US to the other, delivering some rocking music and building up a growing legion of fans in their wake. Known for their exciting live shows, talented musicmanship and five distinct personalities, Demon Flower have come so far and accomplished so much – but the story of how they got there is as just as fascinating as the music the band produce.

I. The Boss

This where it all started: with a maverick guitarist named Spike. Born on the 11th of June 1982 in Seattle USA, Spike was the youngest child in a middle-class family. His musical education came from his family, being raised on a diet of melodic guitar pop and, through his brother, a love for loud, crunching guitar riffs. It was during Spike’s childhood that Seattle became legendary for Nirvana, Pearl Jam and the birthplace of the early nineties grunge/alternative rock explosion. Having come from a city holding a distinguished place in the history rock and roll music, it didn’t take much for Spike to realise that he wanted to form a band and spend his life playing music and winning fans the world over. Wanting to merge his love for loud guitars and his understanding for melodic pop songs, Spike picked up a guitar and proceeded to learn all he could about playing.
As his skill with the guitar evolved, Spike eventually service within a number of bands. He tried his hand playing with some of them but nothing really worked out – One such band was a metal band called the Manhatten Project which boasted other members named James Squire, Bingo Handjob and Mike Rotch.
It didn't take Spike long before he realised that the bands he played with were populated by people who regarded him as a hired gun and played little recognition to his ideas. Nevertheless, this experience taught Spike about the music business and made him build up a large network of contacts.

With a frustration with being confined grown steadily, Spike eventually decided to set out on his own and form his own band. It was during this time as a ‘hired gun’ that Spike made an important contact: A talented bass player named Aurora Mazda.

II. The Siren

Born on the November 13th 1987, Aurora was the daughter of a hippy and a mechanic. From an early age, Aurora showed a keen interest in singing, a love that would be with her for the rest of her life. During her middle-school years, Aurora would increase her musical ability, learning guitar and bass. But it was her singing that bowled many people over, with the gorgeous voice and understanding of various styles of music.
However, it was also in this time that she developed a rebellious phase, indulging in punk music (Sex Pistols and Joan Jett being particular favourites) and becoming embodied in the goth culture, buying an entirely new wardrobe in the process.
With her musical talents, taste in clothing and generally cute disposition, Aurora found herself growing attached to a number of college bands and playing whenever and wherever she could. Within time, she eventually met Spike - there they bonded over similar tastes in music and the two became fast friends.

And so it was, that when Spike formed his own band, Aurora was the first person he contacted for a position. After placing some ads around for other members, two more musicians came into the band. One was giant metal head named Rock Granite and the other was a young man with dashing good looks called John Boston. Taking up the role of drummer and singer respectively, the band was complete. Aurora took up the bass and Spike assumed the roles of guitarist.
He even came up with their name: Demon Flower.

From humble beginnings in Seattle, Demon Flower showed promise. Gigging constantly proved quite beneficial: With each performance, the band grew tighter as a unit, the personalities within the band came to the forefront and the fans constantly grew in number. John in particular showed real stage performance and won over the audiences with his boundless charm. Aurora was also proved to be a charismatic presence. This proved a contrast between Spike and Rock who subsequently let themselves be known through their playing alone.
From the beginning Spike fulfilled the role of leader: He selected the material to be played, he was the spokesperson alongside Aurora, he made the decisions and made sure all those in the band were giving their all, and taking the job of being in a band seriously.
Within time, the hard work began to pay off: With each show, the Tension Heads found themselves playing to bigger crowds and bigger venues. Their first breakthrough came in a trip to San Francisco where winning a band competition yielded a tour bus. From there, the band traveled to Los Angeles, Austin and Chicago, their fanbase, and bank accounts, increasing with every show performed. With this success, Spike used the funds to establish their own rehearsal studio and band headquarters, which he dubbed the Planet of Sound.

Eventually, Demon Flower drew enough attention to go tour the East Coast of the US. But before the tour could happen, the band suffered a blow: John, inspired by the success and adulation the band was receiving, decided to leave for a solo career. Departing on good terms John left the band, who now set to work in finding a hole left by their comrade. Aurora volunteered to step up as the lead singer. Now seeking a new bass player, Spike dipped into his network of contacts and within time, he had found a suitable replacement: Robin Banks.

III. The Ice Maiden

Born July 27th 1986, Robin is the daughter of a single mother: Her father, disappeared when Robin was at a young age and has never been seen since. As such, her childhood has been fraught with feeling different to the others around her and building up resentment. During high school, she built up a reputation for being difficult to work with amongst students and teachers alike, even to the point of being dubbed ‘The Ice Queen’. Eventually dropping out of school, Robin entered a rebellious phase where she became a goth, bought clothing to match her nickname, and listened to The Cure, Joy Division and Nick Cave. Inspired by this music, Robin got her act together and applied for a proper musical education - studying the ins and out of musical theory. Eventually, Robin coming out the other side a talented multi-instrumentalist, proficient in guitar, bass and keyboard. In time, she caught the attention of Spike and invited to join Demon Flower. Since then, Robin and Spike became good friends – even to the point of becoming drinking buddies.

Robin made her debut when Demon Flower made their first East Coast tour. At first the fans were perplexed by this change but it didn’t take long before Robin showed her prowess as a musician. With the skills and the looks to match, the new edition to Demon Flower was welcomed with open arms. Aurora too, was well-received, with her singing ability, her clothing and her showmanship (drawing inspiration in equal amounts, from her punk rock heroes). With her ability to sing angelic one minute and scream with rage the next; her dress sense and her willingness to jump around on stage, Aurora was quickly becoming quite popular among audiences.
Indeed, it was in this time that the two ladies were becoming focal points for the band both with their unique personality: Aurora was charismatic, fun-loving and seemed genuinely pleased to the in a band. Robin was laid-back and softly spoken, but still quite willing to kick out cameramen during a live performance.
Demon Flower played shows in New York, Boston and even Montreal, becoming more popular with every show they played. Inspired by the success, Spike decided to lessen his role as leader: After coming so far under his guidance, Spike was and keen to try new things and welcomed ideas and contributions from the other members. Robin was the first, applying a firm understanding of song craftsmanship as well as her music skills. Aurora also picked up the guitar, both in rehearsal and on stage, and also stepped aside for the occasional vocal performance from Robin and Spike.

However, with success comes its own share of problems. Whilst Demon Flower had gone from strength to strength, it was only a matter of time before cracks started appearing. The first one came in the form of Rock. Success had gone to his head and he spent many hours getting drunk and engaging in unruly behaviour. On stage, Rock’s performance faltered and was nowhere near as good as he previously was. Critics noted Rock now looked uncomfortable in performance thus prompting Spike to fire him.
But Rock wasn’t the only casualty: Aurora was gaining a fair amount of publicity with her good looks, impeccable dress sense and stage presence. This led to her partying many hours of the night, often at the expense of the rest of the band. Feeling that she was placing her commitment to the band as a lesser priority, Spike confronted Aurora and insisted she stick to business. This led to a rather heated conflict that the media picked up on and subsequently sensationalized. The unwanted media attention led to Aurora to walk out on the band at a time when their popularity was its biggest yet. Angered by this departure, the fans got angry, with some accusing Spike of being a fool and many walking out on the band.

IV. The Stallion

Hit by this nasty blow, and with their status in jeopardy, Spike and Robin retreated to recover their losses. They both decided to start again through hiring new members and tour across the US, building back their reputation through constant gigging.
The first step was to find some new members. After several auditions, they eventually came across two people: One named Sam Brooker and the other Evan Williams.

Born September 27th 1986, Sam was born and raised in New York. At first, he was a well-mannered lad from a good family, with a decent education, handsome looks, overflowing charisma and many admirers. Things however took a nasty turn when his father died when he was in high school. This put Sam on the path of delinquency he skipped school and joined a gang of troublemakers, engaging in gang violence and property destruction. It was during this time that he discovered Metal. Inspired, Sam decided to clean up his act and commit his time to learning a guitar. He went back to school to learn all he could about the guitar - and when he was done, he moved onto the bass. He would later credit metal as saving his life.
By the time he came to Spike’s attention, Sam had become a talented musician. With his skills and dashing good looks to match, he was welcomed into the ranks of Demon Flower. However, it didn’t take long before Spike figured that his presence would be better off suited up front entertaining the crowds. Now with a singer, this opened up a slot for Evan to fill.

V. The Quiet One

Born in July 18th 1986, Evan is something of an enigma. Little is known about his past – what is known however, is that he grew up in a rough neighbourhood of the Bronx. His family, however, moved out of there and relocated to Austin. Yet the time spent there left an impression on Evan: He fell in love with hip-hop and eventually found work as a DJ. In time, however, he wanted to expand his musical range and try something new – so he took up learning the drums in his spare time. This brought him to the attention of Spike who offered him a position in Demon Flower. With his shaved head and sunglasses the size of a TV set (which he insists shield him from being blinded by the bright lights of fame), Evan wasn’t much to look at but he succeeded on musicianship alone.

And so, Spike, Robin, Sam and Evan returned to touring. Travelling from one end of the US to the other, Demon Flower gradually built back their reputation. Sam proved himself be a welcome addition along with his singing, his guitar playing and ability to work the crowd up. Similarly, Evan showed talent in both his drumming and musical ideas.
Again, through constant gigging and delivering impressive live performances, Demon Flower built up more fans than ever before, achieved financial success and eventually regained a lot of credibility. They performed in both music videos and private venues, winning back a lot of fans who’d previously given up on them and attracting new fans as well.
However, there was one piece of the puzzle missing: Regretful over his spite with his former comrade in arms, Spike sought to contact Aurora. Feeling bad that they had achieved success and she wasn’t a part of it, Spike reconciled with his former bandmate and offered her role back in the band. Aurora accepted and was welcomed back by both Spike and Robin, and also made new friends in Evan and Sam.
And so Demon Flower swelled their membership to five with Aurora resuming her role as singer, thus forming a tag-team with Sam.

VI. Today Europe, Tomorrow the World
Aurora’s return came just in time to perform a large show in Boston. And it was then that Demon Flower, forged with experience but invigorated, delivered their best show ever. And the fruits of their labour? Their own private jet, ready to take them across the Atlantic.

And with that, Demon Flower had conquered the US. Spike, Sam, Robin, Evan and Aurora had come so far and achieved so much. They had overcome adversity and came out on top. And from here, Europe, and the world, were waiting for them…..

Since then, the band has grown from strength to strength. They delivered a monumental show in Shanghai and have taken up going around the world, playing in Moscow, Istanbul and even Australia.
The band is been functioning quite happily as a unit and a stable one at that.
Spike is still churning out ideas and still quite keen to deliver a blistering solo.
Aurora has eased her way back into the band – much to the delight of fans. As well as singing, she has also returned to the role of bass player.
Robin has now been freed to fulfill the dual role of rhythm guitarist and keyboard player. She also continues to bring along her understanding of musical theory into the band, thus becoming a musical director, formulating Spike’s ideas into music.
Sam is quite happy to sing, thus winning the crowds over in the process, as well as providing some additional guitar. He is also quite willing to play the role of diplomat when disputes arise.
And Evan, something of a private person, has been quite happy to disappear into the background favouring instead to concentrate on his drumming. Willing to DJ whenever his free time allows it, this has kept him free of the usual trappings of the fame game (although he has recently become accustomed to go out partying with Aurora to, if anything, keep her out of trouble.).

For the moment however, there is still much Demon Flower can deliver to the world and, for now, the story continues......




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As some of you may know I’ve been playing Rock Band 2 a lot and, as you have guessed by now, I’ve just described the history of my band. It may have started out as something silly (the naming system may have been a dead giveaway), but I have spent a lot of time with these characters I’ve created. It’s been fun watching them develop with their own clothes and instruments, watching some fall out of favour and how my efforts as a gamer have brought them super-stardom. Sure they may be a set of one’s and zero’s but I have spent so much time with these characters that I have become quite attached to them. Needless to say, the game career is only half done and much more is waiting for Demon Flower. Sure what I’ve written may have chronicled career developments in a purely fictionalised manner but I’m keen to see what will happen next to this band.

And hey, what’s good enough for Damon Albarn and Jamie Hewlett is good enough for me.

And having said that, and typed all this out, I can safely say that I need to get out more…..XD