Showing posts with label Ico. Show all posts
Showing posts with label Ico. Show all posts

Friday, February 21, 2020

Tactical move

Here's another printed ad I remember quite vividly. This time, it's from the late nineties and from a game you may have heard of: Final Fantasy Tactics!


 Original image located here. Accessed 21st February 2020 

 It is interesting to compare this to the Ico advertisement that was discussed in an earlier post: Both contain little information about the game they're advertising and both are more intent on discussing the spirit of the game. Those bracketed headings ("or...") may look funny but they are indeed representative of the narrative in Final Fantasy Tactics. 
The use of humor in this ad is an odd choice considering how humorless the game actually is but, unlike Ico, I don't this game would be that hard a sell. After all, Final Fantasy 7 and 8 were big sellers so the brand recognition would well and truly be in place.

Wednesday, February 19, 2020

Labyrinthine

Here's a scan of a printed ad of Ico dating back to sometime in 2001:



Two things about this ad stand out immediately: One, it's a two page ad, and Two, there isn't a lot there to describe the game itself. The ratio of art and game information (ie screenshots) is way off. Sure the paragraph of text describes the game decently enough but everything else is vague.
Much like the game itself.

Still, the use of a two-page ad is surprising considering Ico's notoriety as a poor-seller. A two page ad says 'I am selling a big deal here' so someone at Sony's marketing department is clearly is trying to push the game. Still, I'll give them props for trying....

I will not deny that Ico may have been a hard sell so it is interesting that this ad is more akin to the spirit of the game rather than the game itself. A triumph of creating interest borne of confusion?

Monday, January 22, 2018

Toren Apart

Happy New Year everybody! And what better way to kick start a new year of Game Tumour than to strike another game from my Hall of Shame. Goodbye Toren!


Original image located here. Accessed 22nd January 2018

I was keen on this because the previews painted an interesting picture. Atmospheric setting? I'm in. A game that clearly draws inspiration from Ico? Keep going. A first effort from a small Brazilian studio? Hey, maybe there's something from there beyond the veneration of the Sega Master System.

So playing Toren two things become apparent: First, this game is is clearly about a girl, Moonchild, ascending a tower to defeat a dragon. But time is flowing differently and the girl is aging as she ascends.
The Second thing is that the controls are rubbish. Yes, it's great that Moonchild is going to fight a dragon but somehow she has a fight a greater battle with the controls, as she goes in places I didn't want her to go and does things i didn't want her to do.

The comparisons to Ico are evident with the setting: The ruins looks similar and the ambience is the same. Throw in a whole lot of symbolism and this game is clearly aiming for the 'arty' crowd. But at the same time, it may prove to be it's Achilles heel: I played through the game wanting to know about the character and the setting but no such details came. How is Time flowing in this game? Why is it flowing in such an erratic manner? What is Moonchild's relationship with her guide? What was with that ending? How does Moonchild's memories fit in with the legend she's been following? This game may be arty but it may be hiding behind it. So let me say this up front: Just because you're making an arty game does not give you a license to be obtuse.

I can understand that being arty and making a game can be a tricky balance to pull off. But despite Toren's best efforts, it did not pull it off. Still, as a first effort it's a decent stab and I would be interested to see what this studio cames up with next.

Wednesday, June 17, 2015

Guardians of the Galaxy

Big news has emerged with the announcement that the Last Guardian is set for release in 2016. This has come after years of delays and confusion.
And we have a video to go with it:

Original video located here. Accessed 17th June 2015

Make no mistake, that I'm a big fan of Team Ico's (two) games and this video is interesting from that perspective: Here, we have shades of Ico with a protagonist wandering through a crumbling fortress with a companion. And, at the same time, we see the monster-climbing mechanic lifted straight from Shadow of the Colossus.
Considering that Shadow of the Colossus was a much bigger seller than Ico, I suppose it would be unsurprising for Team Ico to go back and revisit that territory. But such a prospect mirrors the comparisons I found between System Shock 2 and Bisohock: It's the same game but with a different coat of paint. Whilst the Griffon-esque creature seems a far more effective companion than Yorda, one can't help but think that perhaps Team Ico may be running short of ideas - especially considering the long gestation time this game has been in. 

But, of course, all of this is speculative: It's too early to call on this game when it has yet to be released.
If anything the real question here is: Could the Last Guardian be enough to sway me back to Sony? Only time will tell.....

Wednesday, August 6, 2014

I wanna hold your hand

Some time ago, I wrote a poem about Ico. I liked it enough to do a little video about it:


(all words and original imagery done by me)

Since making this video, it has been submitted to the Good Game Top 100 special.
Don't know if it'll make the show but one can always try...

Friday, July 25, 2014

An Ode to Ico

Something I put together in anticipation for Good Game's greatest game special:

Favorite game? Ico. On the PS2
No joke: you’ve heard exactly what I’ve said
Not for me Portal, Halo and Wow too

No, give me a lad with horns on his head
Who meets a princess in a big fortress
Who can open doors and make black shapes dead

Both doomed to die: A fate to readdress
So an escape Ico and Yorda plan
Hand in hand through the castle they progress

Contending with: puzzles, solved as they can
And bashing, with a wood stick, black shadows
And, worse of all, Yorda’s attention span

Under bloom lightening the game flows
Showing Legend of Zelda how it’s done
Along with a loneliness this game knows

Oh Ico, you poor selling ball of fun
Father of Shadow of the Colossus
Now on the PS3 for everyone
Ico: Who does so much more with so less
Who proudly passes the ‘game as art’ test
And a real tear jerker I must confess

Yes, my favorite game’s Ico. It’s the best!
Mood, emotion: There’s nothing quite like it.
Even though it’s one big long escort quest

Friday, May 30, 2014

I will rue the day

Recently I had the pleasure of striking another game from my Hall of Shame. And which title is out on their rear end? Yet another indie/adventure/Steam game: Gemini Rue!


I find this game impressive on a number of fronts: Firstly it was the product of one guy. Secondly the art direction is simply staggering, with some truly beautiful backgrounds and some well-crafted environments. Thirdly, the atmosphere is superb what with being drawn heavily from the likes of Blade Runner and a suitably moody soundtrack. Finally the sense of immersion is compelling enough for me to finish the game all the way through.

But in spite of what I may have said about the plot, I do take issue with one aspect of it: What did Saiyuki and Six do before they were incarcerated? It is particularly infuriating at the conclusion for Saiyuki to   have a change of heart. And it’s suggested the Six did play a part in the Gemini War but what was this role? Was he a deserter? Or a soldier that had gunned down hundreds?

Now I kind of like stories that don’t give straight answers as it invites the reader to draw their own conclusions. Indeed, I have enjoyed Ico and Shadow of the Colossus – two games that have thrived on presenting one half (or less) of a story while keeping the other half tantalizing out of reach. However I didn’t get that with Gemini Rue – I just came away feeling somewhat empty. I didn’t find the same sense of mystique I found within Ico and Shadow of the Colossus, I just found myself feeling empty. I don’t know if this is a fault of the story or if the game didn’t make that great enough impression, but somehow I didn’t find myself theorizing about what Saiyuki and Six did before their incarcerations. A true warning sign of anything.

Still in spite of my gripes, I did enjoy Gemini Rue and found much to admire. So it’s fine by me.

Wednesday, March 5, 2014

A lost child

Today I was in a book store where I noticed a new edition to the book 1001 games you must before you die. It must've been new as they included more recent games like Limbo and Red Dead Redemption. However, much like the previous edition, Ico is still excluded.

Okay seriously guys, you really need to get with the program: Ico is the greatest game ever made and it's exclusion is beyond baffling. Come on, Peter Molyneux referenced it in his introduction! If Ico is being looked over then I seriously question the book's claims of being being selected by a range of respected critics

Friday, February 21, 2014

The Great Masters

Today I would like to do something unusual: I want to defend the artwork for the Sega Master game library.
Yes, you heard right. Of course, this may sound completely absurd since the Sega Master System game library has copped years of derision by many gamers and no one has ever really done such a  thing before - not doubt for good reason.
But what the hey: I see a challenge worthy of rising up to so bring it on!

When I was a kid I recall the Sega Master System being pretty big deal - in fact at the time I knew more people who owned a Master System than I did people who owned a NES. Of course this is from the perspective of an Australian - you know, a resident of a country that doesn't matter - but for a country that doesn't matter, the Sega was a hit in both Australia and Europe. In fact I remember seeing racks of Master System games and the issue of dodgy cover art never once come to mind.
But the US didn't think so - and subsequently the Master System was a flop. And when it comes to why many point to the issue of the MS game's artwork, regarding the imagery which was both daft and minimalist. And then there was, of course, the grid. The infamous grid that is the cause of much of the hate.

So can I defend this?

Lets start with the grid: I don't mind it. It was theorized that the grid may be a lame attempt at trying to replicate the holodeck from Star Trek Next Generation but for an attempt to suggest some technological device it' at least partway successful. At the time, the 80s, I was well aware that gaming was a new thing and nothing like I had ever seen before. And in that sense, the grid suggests such an advancement.

More importantly though, what I see is an old design trick being put to use: The use of the white space. As any designer will tell you, placing something within a white background will automatically draw attention - the eye is drawn to a massive space of white. So pretty much anything can be placed within a white background and it will still draw attention. Indeed, it's a design trick that has been utilized many times through gaming history, most notably through the Final Fantasy series:


And then there is the clipart-esque imagery. I don't find it a problem - if anything I originally found it something of a curiosity. It is the same principle as the white grid: It's a minimalist approach where a simple image is presented. An image that provides a suggestion as to the game contents - this in turn makes me, the potential buyer, curious as to it's contents.

Some examples:

Well if you're going to call to call your game Ghost House you'd want appropriate imagery to go with it.How can you not see bats and think Haunted House?


A foot kicking something? Well, what else are you going to match to a game called Black Belt?



This game is a clone of Spy Hunter. And this image says it all: A road being viewed from within, what looks like, a magnifying glass. Driving and doing spy things? I'm sold!

If anything, I find the Sega Master System box art relying on generating curiosity. If you present the basic idea then the imagination of the gamer can fill in the gaps. Indeed, it is nice to see game developers actually treating their audience like they have an imagination. Come on, it's not like we gamers are completely brain dead.

Ultimately though, the first round of games on the Sega Master System weren't really that good. Sure there were some diamonds in the rough but even I will admit there was indeed some shlock and, sadly, mirrored by a minimalist art direction. It is therefore fitting that as Master System games improved, more attention was paid to the box art and began occupying more and more
Nevertheless, the Sega Master System was a big hit in Europe and Australia but not in the US. Was the box art the deciding factor? That is hard to say: It can't be refuted that a decent enough box art can be enough to persuade a potential buyer over. But even now, different games get different box art in different regions.
Does that notion alone say something about the audience?
Well all I can say is that I'm glad I got this...



...as opposed to this:

Monday, July 15, 2013

Two's Company and Three's a Crowd

An age-old debate: 2d platformers or 3d platformers?

Honestly this question isn’t something I really need to think about: 2d all the way. I grew up with eight bit and 16 bit games and, as far as I’m concerned, they did the job nicely and still do today.

My experience with 3d platformers has been varied: I recall the first time I played Super Mario 64 on the N64 and, having enjoyed both Super Mario World and Super Mario Bros 3, experiencing some kind of culture shock: I had no idea what I was supposed to do with Mario or where I was supposed to go. Consequently much of my time in Super Mario 64 was spent running around like a headless chook. Latter still I found many 3d platformers seemed unclear as to not only where to go but how to get there: At times my experience with 3d platformers was awash with difficulty in distinguishing what was a ledge and what was scenery – And anyone who tells me they haven’t slipped up a complicated jumping onto  something they thought they could hang onto is a liar.
I also didn’t appreciate the fact that much the graphics looked really ugly – a fact not helped years later as many fifth generation games have not aged well in the graphics department.  And matters were not helped by a wonky camera that seemed to refuse to go where the player wanted it to.

And that pretty much sums up my feelings towards 3d platformers: Unclear paths, hideous graphics and a resentful camera. Major problems that, to me, was more than enough as a deal-breaker. And having come from the 16-bit era, these flaws came across as being a major regressive step – why try and ruin that which was working so well already? Indeed, these problems were, and still remain, the reasons why I loved 3d platforms: The screen moved with the PC, they looked nice (some even hold up really well today) and it was always clear where the player was meant to go (not to mention the thrill of finding new paths to get to the exit). That and they were tremendous fun to play.

Now that’s not to say that I’ve found 3d platformers that I’ve enjoyed – Prince of Persia Sands of Time comes to mind – but that had a great narrative and a fun time-rewind mechanic to back it up. In fact I’ve found that when a 3d platformer is offering something else, I will latch onto the ‘something else’ and lo and behold, I find I can really enjoy the game itself (ie Ico, Shadow of the Colossus, NiGHTS and God of War).

As for the 2d platformers, I love them and I still do. And I suspect I’ll still be enjoying them ten years from now. I still finding some being made today (Eversion anyone?) and they are still as compelling as ever. I think that is how I feel about the conflict between 2d and 3d – I’ve become so accustomed on 2d so for 3d to grab my attention it had better offer something else on top.

Your move 3d platformers


Wednesday, January 9, 2013

PS2 Hearts Beat as One

The big news of recent weeks is Sony ceasing production of the PlayStation 2. Yep after twelve years, the PS2 has been retired leaving behind a library of highly-regarded games and the status of the great selling console ever. Admittedly, it is a disappointment that the PS2 few short (of two years) of claiming the title of longest lasting console from the Atari 2600 but ya can’t have everything.

I purchased my PlayStation 2 in early 2006. I still remember the moment quite accurately: Going into Target and handing over so much money for a silver streamlined PS2 console and three games (Final Fantasy X, Gran Turismo 3 and Grand Theft Auto 3). In the time since, my PS2 was a loyal companion – it inspired many nights of late gaming (due to day spent with my University studies at the time).
It showed me many a game, many of which I was unaware existed.
It woke my interest in gaming up from a coma.
It inspired me to seek out games on the PS1 that I’d longed to play but was unable to at the time.
It introduced me to friends such as Ico, Kratos, Amaterasu, Solid Snake and Zidane.
It went with me to LANs and was the basis of many a Soul Caliber 3 bash.
It even followed me to Melbourne.
It was used extensively by both myself and Kathleen in our apartment.
It even got use when faced by stiff competition in the form of a Wii and an Xbox 360.
It came to represent the sixth generation for me – which has since proven to be a tough act to follow

Although my PS2 has been rather dormant in recent months, I can safely say there is still life in the old dog yet: It still works fine, I still have some games to complete and the occasional use of the Sonic collection is always fun.
Still even if the PS2 has been discontinued, the damn thing has done much to contribute to my interest in gaming and a permanent place in my gaming history is assured. It’s time may have ended but it’s existence will forever be appreciated.

R.I.P. Sony PlayStation 2

Wednesday, January 18, 2012

Princess Peach vs Yorda

It's been established many times over in this blog that I'm a big fan of the game Ico and I'll be first in line to defend it to the death. And so, for lack of a better segue, this is what I intend to do for today's post.
One common complaint I've heard about Ico is the ineffectual nature of Yorda - so I would like to address this aspect through inviting comparison to another gaming damsel in distress. That's right, I'm talking about Princess Peach.
Now much has already been written questioning Peach's mental state and how greatly she contributes to the Mario games so rather than go over well-trodden ground, I'm going to compare Peach and Yorda together in several areas. Hopefully I may be able to provoke a rethink to all the Yorda haters - and maybe Anne Hathaway will turn up on my doorstep demanding sex from me.

The Damsel in Distress
Yorda:
Like Ico, Yorda is a prisoner in the fortress - this is immediately apparent through the first time we see her being in the predicament of being confined to a cage suspended up a tower.
Peach: Right from the very first game, Peach has provided something of a goal to the player in rescuing her from the clutches of Bowser. But since then, the same scenario has been repeated a gazillion times and yet she oddly doesn't seemed that fazed at all. This seems to present the rather unsettling suggestion that Peach may not be all right in the head....

The Setting
Yorda:
Throughout the game, it is established that the fortress is the only world Yorda has known and the outside world would be a horrible place to be. But when the fortress is a monstrous creation towering above Ico and Yorda and seems to be one step ahead of their escape plan, getting away from it sounds like a damn good idea.
Peach: Is Princess Peach really a head of state? We never see her parents, the king and queen of the the Mushroom Kingdom, she doesn't seem to take on board any responsibilities as a ruler and the only interest she shows towards her subjects is getting them to do work for her! It seems she is far more content to have loads of money and little no responsibilities (insert obligatory Paris Hilton joke). So it begs the question: is this really a princess worth saving?

Appearance.

Yorda:
Right from the word go, it is made clear that Yorda looks completely different form Ico - The deathly-pale skin was a dead giveaway and she's a world apart. Yet the ethereal quality is compelling enough.
Peach: Maybe it's me but this character design does little for me. I've seen faces that have kick-started many a damsel-in-distress saving quests but this isn't one of them. And those wide, vacant-looking eyes speak volumes. One would think Mario, a man of Italian nationality, would know a better-looking woman when he saw one.

Relationship to the player character
Yorda:
Whilst Yorda does rely heavily on Ico, she is however bonded to the fortress and can open the sealed doors to other places that Ico would be otherwise been unable to access. Thus the relationship between Ico and Yorda is less an escort mission and more co-reliant.
Peach: Exactly what is the relationship between Peach and Mario? He goes through so many levels of danger and is constantly putting himself at risk but for what? The promise of cake?! Their relationship isn't really properly defined in the game and for all we know, Mario could be doing all this for having nothing better to do. In addition, considering Peach's afore-mentioned unfazed reaction to her abductions, brings forth the possibility that maybe Mario's efforts are going unnoticed and to waste. Seriously, is the promise of cake really that big a deal? (insert obligatory Portal joke)

Helpfulness to the player character
Yorda:
This scene:

Peach: Apparently she does play a more helpful role in the Mario RPG with her being part of Mario's party and taking on a healer role. But I haven't got that far in that game yet so I can't comment. But if she truly is capable of self-defense then why doesn't she do it more often?!
But alas, nothing since has come of this change of pace and apparently the Mario RPGs are considered non-canon. So close and yet so far....

Facing a legitimate threat
Yorda:
Yorda's role is ultimately to serve as a vessel to the Queen/Witch. The evil bitch intends to do this as her won body is nearing it's end and possessing her own daughter is as good excuse as any.
Peach: Whilst Bowser does present a threat, and indeed an imposing presence, it is however suggested that all he wants is some lovin'. One would wonder why don't Peach and Bowser hang out together (Stockholm Syndrome anyone?) but no, she still summons Mario to come to the rescue to save her from..... something that isn't really that big a deal.

Role in gaming
Yorda:
Yorda is the product of a reinvention of the whole damsel-in-distress scenario that has been with gaming for nearly forever (a reinvention that, may I add, predates Braid).
Peach: Peach pretty much started this whole damsel-in-distress scenario - nowadays it's all played for laughs but honestly? The joke has pretty much been run to the ground....

Well I've said my case. But at the end of the day this my opinion and here on the internet differing opinions run rampant. I know there are some people who will put in the boot into Ico but you know what? I'm really not that bothered by it. I know I like Ico and that's all I need. And besides: Just because someone has a different to me doesn't mean it's the end of the world (very good advice that is).
Still, I shall expect the flames arriving in three....two....

Monday, January 9, 2012

Chronicles of a Gamer (Michael Revisited)

Here's a little something I bashed out - inspired by the legendary Michael ad:

I’m the one who walked with Link on his journey
The one Princess Zelda calls when danger nears
To Ganondorf I’m his constant enemy

I told Snake how to destroy the Metal Gears
Through me he found a sense of meaning in life
And we still meet regularly to drink some beers

I showed John Marston how to kill with a knife
With me he became a Legend of the West
And I got him back with his son and wife

I went with Commander Shepard – he’ll attest
I was with him through the Omega Relay
As everyone ‘round us gave their very best

I walked with Yuna every step of the way!
Got Ico and Yorda out of the fortress!
I’m that which makes Cyberdemons run away!

I got Samus Arun through planet Zebes!
Kefka, Loughain, M Bison, I did fracture!
Even Morrigan Aensland I did impress!

I got the Little Sisters out of Rapture!
I’ve faced down lines of relentless invaders!
Made friends with a wolf god and a space hamster!

I’ve been with Avalanche and Raynor’s Raiders!
When all’s gone to hell I’m the one they rely!
And I’m a friend of many a gun trader!

I’ve fought sand demons, zombies and colossi!
For I am the gamer and I’ve done it all
And in the eyes of my comrades, I’m their guy

Friday, November 25, 2011

31 Songs (no.4)

And here go with another installment to this series - Hope you've been enjoying what's been written up about already!
So, the sixth generation. Well I've said a lot already so there any more that can be added to it? Well yes there is.
So here we go!

Final Fantasy X - To Zanarkand

It’s a moment frozen in time: My first encounter with Final Fantasy. I pop the disc into my new PS2 and am immediately confronted with a solemn piano piece – that eventually leads to the images of the ruined Zanarkand and an introduction to the main cast.
So yes, I’ve always enjoyed this theme – but looking back in the five years since I first heard it, I can actually see something different: I’m really impressed by its simplicity. Sure that may have been the factor that won me over initially but now, having played more than a few JRPG’s where simplicity and subtlety a more or less foreign concepts, hearing something handled in such a manner is indeed a rare treat to behold. And besides it’s not often you hear a game tune being played out entirely as a piece on a sole piano – so to hear this – and as an opening theme no less – is a bold move but a welcome one at that. Matters are helped considerably in that the tune itself is a pretty damn good one.
Interestingly enough, I went to a friend’s wedding back in 2007 and they actually had this playing for the Bridal entry theme. It’s kind of funny when you hear this in such a serious context and you immediately recognise not only the theme but where it came from (as a footnote, I happened to be standing next to the person playing this theme on the piano and said “You’ve got taste!”).


Ico - You Were There

Much of the Ico soundtrack is minimalist, indeed much like the game itself, but for a concluding theme it seems they went all out with this one. Aside from the wonderful use of the mandolin and the rather unusual percussion, what really makes this them stand out for me is the child soprano. It may seem a complete left-of-field decision to have a child soprano for gaming theme but then again, Team Ico have practically made a career out of not playing by the rules of gaming convention.
Ultimately this is one theme that evokes plenty of emotions: the despair that the liberation that came may not have been the one that Ico and Yorda were hoping for, the sense of the stepping out from the shadows of the ruined castle and into the sunshine, the completion of the quest, the end of an era with the collapse of the ancient castle and the end of the evil queen’s very long life. And the fact that it shows flashbacks of Ico and Yorda’s adventure is the icing on the cake and works even more to the theme.
There’s not much more I can really say about this really. Ico is indeed a game that reaps a lot of emotional investment from the player and this is really the pinnacle of the experience. It’s a great theme and indeed one of the few game themes I can listen to eagerly without the game itself.
But what I am doing harping on about this? Just listen to it and draw your own conclusions.


Okami - Shinshu Fields

Well what can I say about the soundtrack to Okami? For starter’s how about it’s loaded with the most beautiful pieces of music I’ve ever heard in a video game? Yeah that’ll do.
On paper, the incorporation of classical Japanese instrumentation may sound bizarre for a video game but here it works. It’s in line with the theme of the game, which drew heavily from classical Japanese artwork and mythology, and works a treat. And I believe that unique nature of Okami’s music, the taiko drums and the pipes, make it stand head and shoulders over a lot of other game soundtracks out there. It fits the mood and tone for the rest of the game and really seems like music fit for a god.
And Shinshu Fields has to rank as my favourite piece in the game. It really encapsulates the mood of running out into a wide field in the sunshine to take up a glorious adventure (with a thousand flowers blossoming in one’s wake). Apparently the makers of Okami were inspired to build a connection with nature and this theme really represents that goal achieved in more ways than one. It starts of really simple and glorious and then halfway, it gets busy with some other instruments coming into the song – now whilst this may sound like bad thing, the new direction never ones loses it’s way and never once overpowers the rest of the song. And for a game theme to do that, when all is bombast, is actually a feat indeed.
Indeed, when playing Okami I always looked forward to coming back to the Shinshu Fields just to hear this glorious theme. If that isn’t the mark of a great video game theme then I don’t know what is.


Prince of Persia: Sands of Time - Farewell Princess

Here's a fun fact: The composer who wrote the music to the Sands of Time games was Stuart Chatwood, bass player of Canadian Gothic Rock band the Tea Party. This band was one I followed through High School and College and eventually became the first band I saw live back in 1999 ;)
This in turn influences my assessment of the soundtrack to Prince of Persia: Sands of Time. I enjoyed the Tea Party for it’s combination of Middle Eastern and rock guitars. So it’s interesting to see what they were doing being replicated into a video game soundtrack. Of course, the sound track to Prince of Persia: Sands of Time sounds pretty cool on its own but it’s indeed fun to see something you grew accustomed to as teenager being taken into a different context.
And in the case of Farewell Princess, thing about that strikes me straight off the bat is the rhythm in this song: namely the relentless drum beat and the rumbling bass line. Indeed, there is really a sinister feel, which makes the tune all the better for it, accompanied by the synthesizer effects and the horn sound. It’s perfect music to listen to when traveling across a large expanse of desert. The intro part (note the reversed section!) is also kinda cool too.
So which do I like better: this or Time Only Knows? Good question. I suppose I have to go with this because I found that once you take out the vocals, the attention is immediately drawn to the instrumentation itself which still sounds pretty fantastic on its own.


Shadow of the Colossus - To the Ancient Lands

It’s the first theme the player hears in this game and pretty much establishes the rest of the game. In fact so much is explained in this theme that watching the introductory movie – where Wander journeys with horse to a forbidden land and eventually crosses a bridge that can’t possibly exist – comes across as more strange than exciting. Not that that’s a bad thing of course but it’s interesting to inspire attraction from the bizarre and unusual rather than an adrenalin rush.
I’m impressed by how many moods are conveyed through the course of this theme: Wonder, bewilderment, journeying, trespassing, defying an ancient order, and the thought of taking up a quest that is somewhat questionable. Also, there is a lot going on in this theme with strings, choral vocals, an organ and a zither. But here everything is arranged in an economical sense and never once does anything feel out of place. It’s never over-powered and sounds to perfectly fit. Each portion of the song comes in, says its part and then makes way for the next one.
But ultimately, I really like this theme for the many ideas and emotions it manages to convey within the space of three and half minutes. In fact now that I think of it, this theme really does represent the ultimate of game music: Explaining what they’re all about within the context of the music. Many games may try to but To the Ancient Land, IMHO, nailed it.
And you know what? I don’t think it was even trying.


Skies of Arcadia - Kingdom of Ixataka

Throughout this series I’ve made mention that there have been several game soundtracks where every track is a gem. So do I have a favourite? Oh come on! I’m having hard time enough as it is selecting one piece from the soundtracks I like! But I have to say, without hesitation, that the Skies of Arcadia soundtrack is definitely up there in amongst the best.
Whilst the soundtrack to Skies of Arcadia may never reach the same level of respectability that the Final Fantasy achieved, that’s not to say that there isn’t anything of interest in it. Indeed, the soundtrack to Skies of Arcadia boasts a lot of diversity in styles & mood and some really delightfully charming pieces. Some are energetic and exciting, some are goofy and comical, and others are solemn and serious. It may sound like a scattershot score but never once does the Skies of Arcadia soundtrack lose its footing.
So what to choose? Good question: The Main Theme’s great, Gilder’s Theme’s great, Sailor Island’s great, Ruins Dungeon’s great and I even like how the music in the Boss themes change to reflect the state of the battle (calamitous for losing, energetic for winning). But I have to admit one stands out more than any of the others. Which now brings me to Kingdom of Ixataka: I’m not sure why this theme has managed to win me over: maybe it’s the tribal feel, the pipes melody or maybe it really fits the jungle setting it originates from. Maybe it really suits the summer feel? Or maybe it’s a damn snappy song? Yeah let’s go with that.


And thus there is my thoughts and recollections of some of my favorite video game themes. I pretty much set out to do in taking you readers along on a journey through time and picking out the themes that I loved over the years. And what you've just witnessed is thirty of the best.
So what about the current generation then? Well I have to confess: Nothing I've heard have really grabbed my attention. Whereas the music of the previous generations have provided a substantial selection, the current generation has left it hard to think up a handful. I could mention Still Alive from Portal but I refuse to submit to the obvious. That and it kind of breaks the limit of thirty songs.
But what the hell! I saw a book in my local library called 31 Songs - so if the author of that book can over the three-zero limit then I can make room for one more!
What could it be? Step forward....

Mass effect 2 - Suicide Mission

Much like its parent series, the music of Mass Effect has an epic feel, perfectly suited for a story encompassing many planets, stars, lifeforms and a universe to save from calamity. I’ve enjoyed the electronic soundtrack that backed the Mass Effect series but Suicide Mission from number 2 is really the standout piece for me. This is the sound of heading off to battle. The sound of stopping a colossal monster that can destroy a galaxy. The sound of not taking one step backwards. The sound of the weight of thousands resting on the shoulders of a scant few. The sound of a battle that may have been won but the knowledge that there’s a war that’s coming rumbling at full pelt towards you. So much commands attention in this tune: The pounding drums, the choral chanting, and the full orchestral effect. It’s epic in every sense of the word and best captures the mood of saving the universe.
True there have been many games that have worked with a world/galaxy saving plot but Mass Effect, I feel, stands out by actually addressing the stakes: It shows the preparation into going into a galaxy saving mission. It shows assembling the people you need for the job and where each one has their own character arc that needs to be resolved. It shows how every little thing can count for so much when you’re heading off to save the universe from disaster. And this theme, I feel, deals with such issues better than anyone else has ever done before or since.
So all in all, Suicide Mission is gripping, edge-of-your-seat, piece of music that leaves me with a lump in the throat every time I hear it. It's that good
And hey, you can never do better than Commander Shepard.


And so there you have it: 31 Songs and I hope you've enjoyed listening to them.
Come back later when we wrap this series up....

Wednesday, October 19, 2011

Weekend Edition

Last weekend I was at a friends place with some other friends - much of this time was spent around a PS3. Now whilst this isn't my first time using a PS3 (that story is something I may come back to in the future), this was an opportunity to have a quick bash at some of games that are only available on the Playstation.

So what got played? Well....

Marvel vs Capcom 3
Always good for a laugh. I will admit to being familiar with this series but I've never actually took the time to play it. But I did enjoy playing this game: Maybe it's one of those games that need the right atmosphere to get the most out of (ie played with a group of other people). I used a team of Wolverine, Morrigan (Darkstalkers) and Amaterasu (Okami) and did rather well. Sure it was odd to see Amaterasu present but there is indeed some amusement value in seeing her, a wolf god, trump the thunder god Thor....

Little Big Planet
One of the bigger hits to spawn from the PS3, Little Big Planet is something that left me with mixed feelings. I do like both the inventive graphics and the four-player malarkey (whilst being very reminiscent of New Super Mario Bros) but other times, the controls aren't really that welcoming - as I found out, it's hard to try and work out how to do things when the more experienced players are screaming ahead of you and taking the rest of the screen with them, leaving little time to work within! Still, Little Big Planet has some degree of charm and for that I give it props.

Dark Souls
What a reputation this game comes with - being perhaps the most fiendishly difficult RPG ever made. No pause button, a stacking of unbelievable odds and the sense the game is taunting the player with every step. And that reputation isn't kidding: I saw my com-padres each getting slaughtered by the same monster and it certainly made for a frustrating sight. Also notable is seeing announcements declared in large lettering and the many, many cheap deaths. Now normally I would hate a game for doing that but in the time I spent playing Dark Souls I can say it some elements going for it with the great skeleton animations and setting.

Ico / Shadow of the Colossus in HD
Well I've been singing the praises for these games many times before on this blog so there's not much to add. However, I'm astonished by the HD remake and how everything looks so much better - so much so it's near impossible to go back to the original PS2 incarnations. Also, there is indeed a sweet satisfaction to play games you thought only you knew about and seeing other people showing an interest.

Friday, September 2, 2011

Staking a Claim

Anyone remember the game Carmageddon? I certainly remember the controversy it generated what with dangerous driving and running people with gleeful and bloody abandon. Funny thing is I remember very little of the game itself – which goes to show that it’s often years later that people wonder why such a big deal was made of something in the first place.
More so when one considers the tagline that was used to promote Carmageddon: The Game They Tried to Ban! Of course this was back in the nineties and in the years since banning games has happened to the point where it’s nothing unusual.

In fact back then I was fascinated by this bold claim. It suggested that they, the censors, tried to ban but failed. Thus this claim got me thinking: Was it possible to go one better? Saying what if there was a game that frightened them into not even trying? Carmageddon's claim suggested an effort was made but what if the censors didn't for wetting themselves?
Say something along the lines of: The game they didn’t even try to ban!?
But, unlike Carmageddon’s claim, this new one doesn't work for it a) seems unwieldy, b) doesn’t really have the danger of the original and c) suggests that if it got past the censors then it must’ve pretty wimpy. Thus Carmageddon succeeds for making a bold claim that no one since has ever been able to match.

Even if I can’t remember the game itself.

Still maybe the claim The game they didn’t even try to ban! might work for the upcoming HD revamp of Ico…..

Friday, August 12, 2011

Degeneration (no.6)

And this serial continues.
As stated at the end of the previous installment, my interest in video gaming was waning – but it was not out of spite or anything. No: It was a natural progression of life. Other things were demanding attention, not least of which the real world, and I wasn’t in a position to ignore any of them.
But that’s not to say that I was completely ignorant of developments in the gaming world. I knew about the Dreamcast being the last hurrah for Sega. I knew the PS2 got off to a rocky start and I knew about Microsoft bringing a console of their own, the Xbox, to the table. I even had an Atari Lynx during this stage: Hey, it was cheap and, as befit this blog, I wanted to see if the grass was indeed greener on the other side.
But ultimately, the period of 2000-2005 was one where I parted ways with gaming. But little did I know that gaming wasn’t prepared to let me go. The connection was there and there was some potential for us to continue. All it needed was a catalyst.

And one such came: In late 2005, I stumbled across a list made by IGN on the Best 100 Games Ever Made. Through reading it, I saw a mixture of the recognised and the unfamiliar. I saw some titles I played and some that escaped my notice previously. And most of all, I was impressed that someone had sat down and fashioned such an official-looking list, providing substantial reasoning of each games’ selection and saluting the efforts of various pioneers.

Needless to say I was blown away – so much so, I actually made it my goal to track down every last one of them and play them. And thus, dreams were dusted off and raised from their slumber, opportunities that had passed me by the first time were now possible, and a world of brand new discoveries waiting to be found beckoned. A trigger had been set off and I plunged headlong into the sixth generation.
True it may have been at the tail end, when the seventh generation dawned but who the hell cares? I had returned to gaming and was prepared to savor every last moment. And what better why to kick it off was to return my gaze to a voice that called once before….

Playstation 2
As mentioned before, I knew the PS2 got off to a rocky start and wasn’t really that big of a hit. Funny how this baby is now recognised as the highest selling console ever.
As mentioned above, I finally made a goal in mind. This now presented the new problem of deciding which console, out of Playstation, Xbox and Gamecube, to get. With it’s extensive library, certain exclusives and it’s access to the PS1 catalogue, the winner was the PS2.
I recall the first game I placed into the system: Final Fantasy X. This was pretty much a return to console gaming after nearly a decade of absence. To be honest I had been away for so long I really had no idea what to expect – I had no idea what the graphics would be like (seriously!) or what advances had been made since the days of the fifth generation. Needless to say, what I saw was more akin to waking up from a coma. I was astonished that graphics had grown so spectacular. I was surprised that 3D gaming was actually playable and fun. Okay so maybe Final Fantasy X isn’t quite the best in the series but in any case, it was what got me back to gaming and, eventually encouraged me to seek out other entrants in the series (one has to start somewhere I guess).



I may have been a latecomer to the Playstation but I have many fond memories of playing my PS2: Appreciating the creativity that went into Resident Evil 4, being impressed with the inventiveness and brutality that went into God of War, the satisfaction of coming back to a boss in Final Fantasy X having levelled up extensively and knocking him flat, and, of course, completing Ico for the first time and, much to my surprise, having an emotional response.
I even hunted down some old PS1 games, granting me the chance to dust off some old favourites (Loaded, Darkstalkers, Raiden Project, Return Fire) and the opportunity to hunt some games that escaped me the first time around (Castlevania Symphony of the Night, Metal Gear Solid and Final Fantasy 7).
Interestingly enough, I also discovered how the PS2 could work as a social device. True going round to a friends place to play games is nothing new but when you’re the one who owns the console, you really see how it the social aspect works. Indeed, I remember when I went to a small LAN with my PS2: It was with a small group of people who had far better computers than my POS computer so I brought along the PS2 so I could be part of the fun. And indeed it worked a treat to have the other people queue up to fight each other on Soul Calibur 3. And was indeed gratifying to hear someone else see my playing through the inverted library in Castlevania Symphony of the Night and thinking the music was pretty cool. And finally, there has indeed great fun to have a bunch of friends around for an evening to have a bash at Singstar.

In a way, PS2 represented the destination of a journey: After leeching off other people, I finally had a console to call my own. I had discovered new wonders in a field I’d been away from for so long. And I discovered the power of the social element that can lie with owning a console. After years of having an interest in video gaming, a breakthrough had come like no other. Perhaps it was fitting that I should get my first console when I was well and truly into my adult years – and that console should be a Playstation.
So yes, the sixth generation was more or less the second coming with my gaming career. And as one journey ended another began….

Dreamcast
Remember in the introduction how I made mention of having an Atari Lynx? Maybe it’s the Australian in me, but I’ve always had a fascination for the underdog. You know, the guy who has a go. That, coupled with my previously-established love for Sega, may have counted for me owning a Sega Dreamcast.



I’m still not entirely sure why I got a Dreamcast. Maybe it was indeed favouring the underdog. Or maybe it was a last gesture for years of loyalty to Sega. Maybe it was case of going out and exploring in the hope of finding some hidden treasure. Or maybe it was, at that point in time, case of having far too much money and not enough common sense.

Say what you like about the Sega Dreamcast but there’s no denying that there was a time when Soul Calibur looked mind-blowing (even now) and Sega looked likely to recover from the disasters from the past. But, as we all know, it was not to be and Sega’s reign as a console developer had come to an end.

In retrospect, we can all whinge about the faults of the system (no third party games, too many arcade conversions, no DVD capabilities, online features being overlooked, poor marketing and the impending arrival of PS2) but in the end, there was no denying the Dreamcast was a potent game machine and the potential to be great. Sure that potential wasn't truly realised but at least Sega were trying new things. Sure there was no third party support but at least Sega were trying to build up new IP and doing things that messed with the formula. Sure the Dreamcast wasn’t the hit it should’ve been but nowadays people treat it a reverence not seen for other failed consoles (maybe having no one to blame for the console’s shortcomings helps considerably). True the Dreamcast may have been the death-knell for the once glorious console giant but I still have mine and it still gets used.

But let’s drop the pretences: At the end of the day was buying a Dreamcast worth it just to play Skies of Arcadia?
Damn right it was.

Xbox
As with the other entrants in the sixth generation, I came to the Xbox at a rather late point in the console’s life. For a long time I got a lot of mileage out of my PS2 (and Dreamcast) but I didn’t care much for the seventh generation as it happened around me.
Then, in 2009 I moved into a flat with my girlfriend, Kathleen, and she brought along her Xbox. Curious, I decided to buy some games to use on it.



Of course at the time, I was still giving my PS2 a lot of attention so time on the Xbox was limited. But that’s not to say it was enjoyable: I have many fond memories playing Star Wars Knights of the Old Republic and Sid Meier’s Pirates. It was also fun to have someone watch me play my games – sure gaming has long been a solitary experience so to have a second person paying undivided attention to my progression through a game is indeed a welcome change (of course I had no idea how Kathleen really felt about my constant swearing through Burnout 3 but still….)

And I think that what I got the most out of the Xbox: After years of playing games in my room by myself, I finally felt that gaming had finally become a social event. Previously, I’d played games against other people on consoles but the game, so to speak, had now changed. The PS2 may have made me aware of the fun involved with playing games in the presence of other people but the Xbox expanded upon it. Indeed, it is fun to see someone else show an interest in the game you're playing and suddenly you don't feel like you're the only person in the universe who's enjoying it.

When I jumped on the PS2 bandwagon, it was after years of absence – and coming back from that time away I’d grown astonished by what games were accomplishing from the days of the 2nd and 3rd Generations. Games were now being marketed as experiences, offering social commentary, challenges of the relationship between the game & the gamer and triggering emotional effects one never would’ve thought possible.
And I got all that and surprised that gaming could do that. But that was all by my own in my bedroom – so to have someone else along for the ride playing just as much attention as you (the gamer) is particularly sweet.
And to have gaming be a contributing factor to a romance is also kinda cool too.

So that’s my thoughts on the sixth generation. In the terms of my gaming career it was more or less a Second Coming – the return after years of wandering in the desert. And when I came back, I’d seen how gaming had evolved beyond entertainment value. I had seen how gaming had now grown as a social event and more importantly, I see gaming from the perspective of an adult: Indeed, it’s great spending your own money on consoles and games without having to badger/explain to one’s parents. It is fascinating how something you liked as a kid can evolve to a point where you can enjoy it as an adult and not look silly (and having a partner who thinks the same is also pretty cool too). And I’m always amazed just how many people have played the same games I have – even when I thought I was the only on Earth who’d heard of the game in question. I even loved striking up conversations over games and sharing both opinions and solutions.

If anything, sixth generation got me wrapped up in the gaming culture like never before. Gaming had finally become the norm and was now taken seriously.
So where do we go from here?
Towards the next generation one would think….

Monday, June 13, 2011

So GLaD you decided to join us

Recently I finally got my claws on the Orange Box. It may have taken me awhile but I saw a sale and snapped it up for $25. Five bucks for a game? Sounds like a sweet deal for me!
And once I got it home, I made a beeline for Portal. Having heard so much about this I had very high hopes for it and was keen to see how it would hold up.

And what did I think of it?

To be honest I'm not entirely sure.

To begin with, lets get what we know out of the way: When Portal came out in 2007, it was a completely new title that came packaged with two well-established brothers (Half Life and Team Fortress). In the time since then, Portal has scooped up plenty of praise, awards and spawned a whole lot of memes. And it's into this environment I step into.
Maybe I'm an interesting candidate to assess Portal: Unlike everyone who first played it back in 2007, I know exactly what to expect, I have an understanding that this is a highly regarded game and I have become familiar with both the phrase 'The Cake is a Lie' (although more through accident than design) and the song Still Alive (to the point I have downloaded for use in Rock Band).

But that's the thing: Through many words being written about Portal and the prevalence of the Cake is a Lie meme, a lot of the mystique about the game is gone. Anyone playing Portal now is going to go through a completely different experience then those playing it for the first time in 2007 had.
That's not to say that I didn't enjoy Portal: Far from it. I liked the black humour, I liked the challenge of the puzzles and the final confrontation with GLaDOS was intense - yet bizarrely counter-balanced with her witty insults.



But for me the popularity of Portal has more or less killed the subtle nature of the game itself. With Portal being a huge hit and inspiring more than a few catchphrases, there are no surprises left. Sure seeing 'The Cake is a Lie' scribbled on the wall may be a surprise but it's not when you've heard many times elsewhere. And I found the promise of Cake isn't really featured that many times in the game itself - which left me wondering why that aspect of the game got more attention than it did. There were some great ideas being put to work in Portal but it a shame that many of them got lost in GLaDOS' witticisms and endless youtube clips of Still Alive. And I find the reaction to the heart-cube puzzling - and indeed the presence of the heart cube plushy's seem more of an undermining of the point Valve were trying to convey (although personally if you're going to invoke feelings of remorse towards the player you may as well not bother becuase Shadow of the Colossus has already been made).

I guess humour is really hard to pull off in a game: If it's not funny then the game looks silly. But if it's really funny then it ends up being repeated endlessly in chatrooms and e-mails everywhere and it gradually loses it's impact.
And that's what bothers me about Portal: There were some great ideas at work but they seemed to have been lost in a tidal of wave of fandom. Imagine if someone wrote a novelization about Ico and gave their own interpretation on the characters and events in the game. Wouldn't it suck to have all that mystery taken away? Wouldn't it suck to have your own ideas squashed by someone else's? Wouldn't it ruin your own perception of the game?
But then again, Valve have made more games and more fans then that of Team Ico so maybe the adulation should come as no surprise.

Mind you, one consistent theme in this blog is how I've been discovering games in my own time and how I've come out better for it. Indeed this is not the first time I've been intimidated by a game through reputation alone. But in the case Portal, it has made such an impact within such a small space of time - is it any wonder why someone like me would be intimidated?
I don't know: Maybe I should've left it for a few more years.....

Friday, April 15, 2011

Don't You Want Somebody to Love?

When I first heard that Lightning, the lead protagonist from Final Fantasy XIII, was intended to be a female equivalent of the legendary Cloud from Final Fantasy VII, my first thought was:

What does this mean she is going to have to contend with the attentions of two guys? And will one of which get killed off by the main baddie while the player is helpless to intervene?

Okay so maybe that previous sentence was me being silly (personally I had no idea how to word it for the purposes of this post) but my initial reaction got me thinking: Has there ever been a decent gaming romance where the female is the focal point?



Now I have spoken about romance in games many times. True I may be a hopeless romantic but because I feel romance is such an over-looked element in games. Most of the time it is something of a player motivation (You control Mario to rescue Princess Peach being one such example) but when done right a romance can work wonders. True there may not be many hopeless romantics here in gaming but personally if romance in video gaming is an alien concept, maybe there could well be some potential worth realising.

But going back to that thing called the focal point: Many games I‘ve found, the male half seems to have the greater say: It is them doing all the work and them trying hard to win the female half over – who seems quite willing to along with it all. Thus, Mario continually rescues Peach, Link keeps saving Zelda and Cloud has the option of going on a date with either Tifa, Aerith or Yuffie.
Strangely, you never see the female half do the chasing. Why is this so? Has years of being a male character rescuing their partner from an antagonistic figure been imprinted in our minds? Is having a female actively seeking a relationship a threat to the need to a hero and save the day?
Really, being a female in a video game romance is really getting handed a raw deal: You’re pretty much there to be some kind of romance to the main character and to provide some notion that at the end of the journey will be all the more worth it. You don’t have much of a say – no you’re only abiding to wishes of the player and the designer. And if you’re a female character actively working to getting the male’s attention, you’re setting yourself to be dismissed as a horny wench.
Personally, I like video game heroines to be more than sex objects but that’s not to say that a female character can’t be allowed to work as hard as the males to find herself a romantic partner.
Are we so used to active males working hard to win over passive princess figures? Anyone can challenge the nature of this theory – by way of example look at Ico and Shadow of the Colossus – so why not more of it?
But as video games are a male-dominated market, seeing a woman in some degree of control can be labelled as a threat - case in point: I heard that Enslaved: Odyssey to the West earned some backlash for placing the male lead in a servitude role.
Why can’t the woman actively pursue a relationship?! Is it true that we may laud the chasing male as a stud whilst dismiss the chasing female as a whore?



Now that I think of it, what makes a video game romance command attention? Is it determined on how much say the player has in its growth and development? Indeed, many people seem willing to accept Tidus and Yuna but others grow passionate when debating whether Tifa or Aerith is the better fit for Cloud. Perhaps having name, a face and an identity on both sides makes for a more compelling romance than, say, Morrigan being won over by (the Grey Warden).

And speaking of Bioware, I think the only example of a female character actively perusing a relationship (or at least I can think of) would have to be the female Shepard in Mass Effect 2. As stated before, she has the better selection of partners and is helped by a great performance from her VA Jennifer Hale. And whereas anyone would dismiss the active female as a whore, no one would say the same for Shepard – perhaps she’s a tough cookie. The type that can use a gun, kill the baddies and take command of chaotic situations - just as easily as trying to get into Garrus’ pants. It may be a single step but it’s one in the right direction – I just hope more developers catch onto this idea and expand on it.

That being said, would I play a game where I control a female lead who finds herself drawing the romantic attentions of two guys? Possibly – such a game may not get made but that idea has some potential to say the least.