Showing posts with label Legend of Zelda. Show all posts
Showing posts with label Legend of Zelda. Show all posts

Wednesday, October 7, 2020

Zelda being the heroine

 As the Legend of Zelda games keep on being made, it is fair to say that they will keep building on the success of previous games as well as pushing the envelope as to what games can do (provided there is plenty left to do and all ideas haven't been exhausted yet). Yet even with such innovation, the PC will continue to be Link and Zelda will remain out of reach, regardless of how great the demand from the players to control her for once. 

But it remains unlikely to happen because, as dictated by the Triforce, Link represents courage and Zelda represents wisdom. Meaning that Zelda will forever by the type that won't get her hands dirty and Link will forever be guided by the PC because he can't be courageous anyway else. So it will be the same no matter how much Nintendo alters it - so we may as get used to it. 
Why the closest we have, thus far, to controlling Zelda was Sprit Tracks - and that was due to player demand - but even then she was reduced to allowing Link to handle the heavy lifting. 

So the 'Link = active and Zelda = passive' dynamic is effectively rock solid in that it doesn't seem likely to change. But can it? 
One possibility I saw mentioned somewhere online (I forget where) is that Link should have previously tried to defeat Ganondorf but failed. As such, he lacks the courage needed as befit the representation of the Triforce of courage. So when a PC-controlled Zelda encounters him, Link has no confidence and no sense of trust. So it is up to Zelda to give him a kick up the arse and get him back on track, so he can complete his own quest - a quest that is, of course, independent of Zelda's own and eventually converges in the final showdown.  

It could work but considering that Ocarina of Time pioneered this whole 'Zelda sets up path for Link to follow' formula I want to see such a journey play out. A journey that follows the Zelda formula but with less combat and more problem solving.

Could work....

Monday, February 12, 2018

You've been.......Thunderstruck!

On the weekend, I had the satisfaction of casting another game from my Hall of Shame: Goodbye God of Thunder!


Original image located here. Accessed 2nd February 2018

This game and myself have had an interesting history: I played the first episode when I was in High School on the IT computers but I never got to beat it. Fast forward a decade later and I rediscover the game in it's complete form but I've never been able to beat the final boss. And a decade after that, I find the game available for free on Steam. Time to settle some unfinished business, no?

Looking back at this game, I can understand what this game was trying to do: It was an attempt to bring a Legend of Zelda-esque game to mid-nineties PC gaming. It's a decent stab I will admit, what with interesting puzzles, and a RPG-like path of progression. What makes God of Thunder somewhat different is that there is basis of Norse mythology with the PC being Thor, the PC's main weapon being Mjolnir and the Big Bad being Loki (figures a trickster god would be so difficult to defeat). Having said that however this game's grasp of Norse mythology has more to do with the Marvel comic character than the actual mythos.
Also, it has to be said that the only major difference is that the humor in Legend of Zelda is significantly less corny than that of God of Thunder (at one one point an NPC says that the PC, Thor, should have his own comic book......
Finally, I'd forgotten how tough the boss battles are. So it may not come to a surprise to you, the reader, that a lot of cursing and keyboard pounding was required to defeat the Big Bads at the end of each chapter. I could say that challenge of all three was me getting my money's worth but this was a game I got for free.....

So in the end, I did enjoy this game and experiencing it now was no different than when I enjoyed it twenty-odd years ago.

Wednesday, June 7, 2017

Where are my dragons?

Here's a blast from the past: Dragonstone. It was an Amiga game that came out in 1994.

Original video located here. Accessed 7th June 2017

I didn't have the full game but I did play a demo of the first level (Woodlands) a lot back in the day - hey, when your system is being phased out and you find yourself short on actual games what else are you going to do?

Looking at the gameplay of this game, it's quite clear the makers of Dragonstone were going for something along the lines of a Zelda clone. of course, this was meaningless to me as a teenager as Zelda would come much later on. But, I want to call attention to two things in the playthrough.

Firstly, the pixel art is simply stunning. I will forever maintain that the 16-bit area produced some beautiful graphics that have aged surprisingly well and this game certainly makes a case for it.

Secondly, this game always struck me as being set on a remarkably small scale. You see, prior to this the RPGs I played usually required me, the player, to defeat some huge Big Bad and involved traveling through to a wide variety of diverse locales with a whole bunch of NPCs to encounter along the way. Not so with this one: based on the Woodlands level alone one gets the feeling the this game is a very isolated experience. You start in a forest as opposed to some village, there are are only two NPCs in the entire area (with the first being both in the middle of nowhere and not immediately apparent) and there is no music, only basic sound effects. All of these make for a very atmospheric experience and proof of the adage that Less is More.

Watching the play through itself, the idea that this is a smaller scale RPG is enforced with the locales themselves: They seem rather limited. We see Woodlands, a Village, a Mountain, a Port Town and finally the Dragon Isle. The small number of locales is fascinating to me: If this is representation of the game's world it's a small one. Does that mean that something bigger is happening out of the view of the player?

It may sound odd but I like this formula of 'small scale adventure with isolationist mood and something bigger may be happening elsewhere'. Wish more people would use it in this modern age.

Monday, September 5, 2016

Half a world away

I find a fascination with gaming in the Eighties. History will declare that the decade was defined by the Great Gaming Crash that took Atari under and created an opening for Nintendo to storm in with the NES. Nintendo becomes a big deal and Mario, Link, Samus, Mega Man and Simon Belmont all become icons beyond reproach.

But this scenario, which has been told many times before, is viewed from the perspective of the U.S. - and as they say, history is only told by the winners. Coming from the perspective of someone outside the U.S., a different story is told and the contrast between within the U.S. and without the U.S. is astonishing to say the least.

To begin with, being in Australia, places one riding off the coattails of what was happening in the U.K. and Europe (as is often the case in Australia). If there was anything happening in the U.S. it had little to do with us - which is surprising considering the geographical location of Australia places in between U.S. and Europe. But I digress.

So yes, the choices of we Australians made was a replication of what was happening half a world away. Thus, whilst having a NES was commonplace in the U.S., that wasn't the case in Australia. Indeed, at the time, I remember more people I knew at school had a Master System than a NES and I noticed at the local toy store that the Master System had a more prominent place than the NES (indeed, that's a funny thing to look back on when one considers how things turned out for both Nintendo and Sega). So when the SNES finally showed it's face, there was indeed a sensation comparable to descending down from atop Mount Sinai and a sign that Nintendo suddenly was a big deal. Hard to imagine I know, right?

But the true victor in the Eighties gaming arms race in Australia was neither Sega or Nintendo. Nope: It was Commodore. I've lost count on how many people had a Commodore 64 when they were young and/or knew what one was. They were more commonplace than a NES or a Master System and many people point to it as being a starting point towards their interest in computers. And, much like the U.K., the Commodore 64 had a long and fruitful life in Australia that lasted well into the 16bit era.

This, in turn, would seem strange to the those in the U.S. as we in Australia (and the U.K.) had our own gaming culture develop separately. Whereas they had a rivalry between Sega and Nintendo, we Commodore 64 users had our own mortal enemies with the Spectrum users. When they were exchanging password codes, we were applying cheat codes. When they had Mario, Link and Samus, we had Armakuni, Turrican and Rockford.

Funny thing how cultures develop independent of each other. Naturally you wouldn't have that now when everyone and everything is linked online but looking at the same era from two different perspectives is an eye-opener to say the least.

Monday, July 25, 2016

Everybody was Kung Fu fighting!

They say that you always remember the exact point when you encounter something new. Whilst, I do recall my first encounter with a console being the humble Atari 7800, whether it is Nintendo or Sega who got to me next is sadly lost to me. But I do remember my first encounter with a NES: My brother brought a friend around to visit and he brought this thing called a Nintendo around. And the very first game I witnessed being used on this device? A game called Kung Fu.

Original video located here. Accessed 25th July 2016

Looking back at this game, I have to admit that it's definitely not one of the brightest moments on the NES. My recollections of playing it involved a lot of cheap hits and insta-kills. Still, from a technical perspective, the graphics look impressive and the use of digitized speech is admirable. I will even admit that the in-game music is also kinda snappy.

But I think this game stayed with me because this was my first encounter with the 'rescue girlfriend as motivation' trope that gaming has relied on for countless times. And when compared to other instances that use this trope, ie Super Mario bros and Legend of Zelda, I think I had a greater investment in wanting the Player Character, Thomas, being reunited with the girlfriend, Sylvia. This may be attributed to that cutscene that appears in between levels commanding that Sylvia be rescued from Mr.X (man who comes up with such imaginatively named characters?!). Well, as a motivation, it certainly is effective.

Watching the video, I did finally get to see Thomas reunited with Sylvia - thus ending years of wondering XD But the ending text insists that this reunion will be short-lived. So what happened? Was there a sequel to this game? Do I even care?

Monday, February 29, 2016

30 Years of Zelda

This year marks a significant gaming milestone: It is the thirtieth anniversary of the Legend of Zelda franchise! Yes, way back in 1986, a game called Legend of Zelda touched down on the NES and introduced us all to a character who isn't the one in the title.

I myself am delighted by this. Whilst I may have been late to the Legend of Zelda party I still have many fond memories of playing Link to the Past (you never forget your first Zelda game!) and I still acknowledge it as a personal fav. I may have gone off Zelda in recent years but I still hold the series in high regard.

But here's a thought: The twentieth anniversary of the Zelda series, 2006, gave us Twilight Princess - and, in the player guide I got (don't judge me!), it's revealed that the Princess Zelda in that game is  twenty years of age. A little meta joke to be sure but it does raise an interesting question: Would that make the Princess Zelda, in the upcoming WiiU game, thirty?

It may make for a bold idea for a Legend of Zelda game having a non-teenage/young adult Link and Zelda but that seems doubtful: After all, this is Nintendo and Nintendo aren't ones to readily challenge their 'family-friendly' image.
I mean, on one hand having an older Link and Zelda may make for a more 'adult' game (witness the star of Red Dead Redemption John Marston) that may address some issues well beyond what the Legend of Zelda series has tackled previously - but the series is, and always will be, one for kids.

Wednesday, August 5, 2015

The Ultimate Warrior

Anyone remember a game called Barbarian?

For the unfamiliar,. Barbarian was a game that came out during the Commodore 64 era. It eventually found itself onto the Amiga and presented itself as a one-on-one fighter game. It was also notable for the use of gore and inclusion of decapitations, making it something of a spiritual fore-father to Mortal Kombat. It was a controversial game with a) it being banned in Germany because the violence and b) having Maria Whittaker on the box art.

But what I find fascinating about the game is the setting. Get past the obvious inspiration from Robert E. Howard's famous creation and the game presents a rather bleak setting.The background to this game is that some warlock has kidnapped a princess and it's up to the PC to go rescue them. But if the Princess in question is indeed a princess then she is of royalty and part of a ruling family. But what exactly is the ruling family actually ruling? Judging by the setting presented in the game, the land is sparsely populated and is kinda bleak.
Don't believe me? Watch this video of the Amiga version:

Original video located here. Accessed 5th August 2015

I counted eleven people in this game: The PC, the Warlock, the Princess and eight combatants. They are the only people in this game. We have forests, dungeons and volcanoes but no sign of civilization whatsoever.
So what kind of kingdom is this? An empty and wasted one? Does this Princess have any authority? Does the royal family in question have ANY authority? Is this princess even worth saving?

I do recall making a post how I noted how the original Legend of Zelda could work in a desolate setting but it would seem someone was way ahead of me....

Wednesday, May 27, 2015

Labouring Under Difficulties

Here's something inane I threw together and put up in Steam.

I doubt I'll be the first one to have thought of this - and whether or not anyone will get the joke but you can always try....

Wednesday, March 25, 2015

Broken Link

In relation to an earlier post about a Legend of Zelda TV series, it now has since been revealed that neither Nintendo or Netflix have such plans.

Meaning there is no LA Legend of Zelda TV series coming and that inane cartoon is pretty much all we're going to get.

Well! Excuuuuuuuuuuuuse me Netflix!!!!

Still, maybe it is for the best: Because Link has been, and always will be, a blank slate. He is what the player decides. And having a TV show make that decision will mean that it could never possibly match the expectations of the player(s).

Monday, February 16, 2015

Legend of Zelda: Televised Princess

Well the big news of the past week is that Netflix is working with Nintendo to produce a TV series based on Legend of Zelda.
This is a surprise to say the least seeing as Nintendo are notoriously protective of their trademarks - especially when one considers the last major media translation of their IP, the Super Mario bros movie, wasn't too good. 

Whilst there is a lot in the Legend of Zelda franchise that would make an adaptation work, or at least difficult to mess up, there still lies a big problem: Should Link remain a silent character?

Yes Link exists as an avatar for the player but just because it works in a game environment doesn't mean it will work for a TV series. Having him as a silent character would be baffling and strange.
But at the same time, Link is the hero to countless people - and no one could possibly fulfill everyone's expectations as to what Link should sound like (Metroid Other M anyone?). Furthermore, we all know what happened the last time someone tried to inject some personality into an otherwise silent character:

Original video located here. Accessed 16th February 2016

Still, at least the new Legend of Zelda TV series can't do worse than this.

Wednesday, August 13, 2014

A Few Good Games

And so, on last night's screening of Good Game, the list of 100 Best Games, as voted by the Australian public was released. And to the surprise of absolutely no one, Skyrim ended up on top. 

Sarcasm aside, two of the three games I voted for made the list (Metal Gear Solid at 52 and Baldur's Gate 2 at 46) so that's not a bad effort.
What is worthy of note though is that, looking at the list, it is dominated by 7th generation and 6th generation games. Granted that may be a product of a large number of gamers younger than me casting their vote but it is kind of interesting that Skyrim comes out on top whilst Super Mario Bros, without question one of the most important games ever made, is relegated to the opposite end of the list.
No doubt about it: Gaming is a platform that is continually advancing at an incredible rate - thus there is something to said about a game having staying power. True Ocarina of Time may exemplify that notion through being at no.3, but many games of the previous generation have been relegated to the first half of the list.
Indeed, one can only wonder if a similar list is done up in thirty years from now - and whether or not Skyrim will still be the king. ......

Friday, February 14, 2014

Best Gaming Romances

Well it's that time of the year: Valentine's Day! And what better way to acknowledge this event than to talk about some of my favorite gaming couples.
Some simple rules for this one: The only restriction is that I must write about the couples that somehow made an impression on me. Doesn't matter how big - If I remember a certain couple over any other than they shall be included in this list.

So here we go. In no particular order:

Hiro and Lucia (Lunar 2)

Original image located here. Accessed 14th February 2014

It seems unfair including these two in this list seeing I haven’t actually played all the way through this game but based on what I've played I actually found myself somehow invested in these two. On paper, this could be another couple that populate rom-com anime with Hiro being a cocky, devil-may-care type and Lucia could be another paperweight love interest  (Belldandy anyone?) but somehow I don't get that impression. I think it's largely due to Lucia being of considerable magical prowess. And hey, anyone who can decimate the baddies within seconds is fine by me!
But in all seriousness, I feel the pinnacle of this relationship is the fact that Hiro traveled all the way to the moon to be with Lucia. You can't beat going to such lengths like that.

Zidane and Garnet (Final Fantasy 9)

 
Original image located here. Accessed 14th February 2014 

There's no shortage of romances within the Final Fantasy series and the one between Zidane and Garnet could well be, to me, one of the best.
I think what makes this work the best for me is the idea that this is indeed a storybook romance. Now that could be a bad thing but it is told with enough heart and sincerity that any skepticism is tossed out the window. Yes it may take the same plot as Disney’s Aladdin with a thief hitting up with a princess who wants to see the world beyond her home palace, but you know what? I don’t really care.
What I do care however is seeing Zidane and Garnet’s romance play out. Aside from the familiar strengths as they both go on a massive world-spanning adventure and help each other out in combat, what really works for me is that they help each other in times of crisis. They become quite prepared to go to extraordinary lengths to help the other. And, as mentioned previously, I love in the ending cinematic Garnet throws her crown away before leaping into Zidane arms – sometimes little moments can count for so much.
But ultimately I think this relationship succeeds because it is completely devoid of any pretension.  It is not trying to be a grandiose, universe-shattering, in-your-face-Gone-With-The Wind, romance and, as a result, it is all the better for it. After all, if I remember Zidane and Garnet over some of the other Final fantasy romances then they must’ve done something right.

(warden) and Liliana (Dragon Age Origins)
 Of all the options for a romantic partner in Dragon Age Origins, Leliana strikes me as the strongest. Alistair’s awkwardness may endear him the female gamers but I’m not one of them. Zevran doesn’t appeal to me either as he comes across as wanting to bang anything with legs. And Morrigan is…well… yet another one of those snarky types that Claudia Black always seems to play.
This leaves us to the bard.
And for some reason the romance between Leliana and the warden was the one that stuck with me the most. Leliana’s confusing accent aside, what appealed to me was that actually seemed genuine. Compared to the other three romances, this romance actually seemed like two people who would see each other on a daily basis, fight back to back, and engage in activities in their down time. The two people may be a bunch of graphics accompanied by some voice acting but to me they seemed real enough and comparable to romances I have seen in real life. I like the acts of affection Leliana did and the words she said for my warden.
And at the end, both the warden and Leliana left together to see the world and somehow, it made me wonder what kind of adventures they would have – and special mention must go to this because rare is it that I complete game and find myself wondering what will happen next to the characters once the narrative in the game is wrapped up. After all, once the game ends so does the narrative it was trying to convey. But somehow what my Warden and Leliana had together somehow made enough impression to wonder what happened next – And something must’ve happened because Leliana showed up in Dragon Age 2! Needless to say, I am curious to see what happens next in the upcoming Inquisition…..

Link and Zelda (Legend of Zelda)


This is a couple that's already been covered in a previous post in this blog so there’s not much I can say that already hasn’t been said before.
This is indeed a challenging couple as there a few things working against them. Yes Nintendo won’t admit to this coupling. Yes it is a different Link and Zelda with each game. Yes the game time Link and Zelda share varies. But in the end, this couple is one that somehow doesn’t need questioning. Link is out to rescue Zelda. Is she worth it? Well she seems to be considering the amount of effort Link invests in his quest. And that is enough to make it engaging to me, the player.

Femshep and Thane (Mass Effect 2)
I’ve always felt that, in the terms of Mass Effect 2 romances, Femshep seems to get the best picks. That may sound strange coming from a heterosexual male but I felt that the romances Femshep has come across as more interesting and more engaging than those enjoyed by male Shepard. And Thane could well be the best of the lot.
So what makes the relationship between Thane and Femshep special? Most likely it is the tragic element: Thane after all has very limited time left which would make one think that pursing a romantic relationship would be the last of his concerns. Yet somehow, against the odds (and/or common sense) one can indeed blossom between him and Femshep.
The tragic nature of this relationship is thus perfectly illustrated at the subquest’s conclusion: Whereas Thane was facing death with an unbowed acceptance; he is now frightened by the prospect of losing Femshep. And like any relationship one needs to treasure every moment they spend together with the other person and such a notion is indeed at play here – with the added emphasis that the one of the people involved has a terminal condition.
And this is indeed the first time we actually see Thane not being his usual stoic self and it;s quite revealing. And of course it is only Femshep who sees it.  Guess she must've made quite the impression.
I haven’t gotten far enough in Mass Effect 3 to see how this relationship plays out afterward but I will always treasure that final moment Femshep and Thane share before the Omega Run.  No matter how many times I see it, it still kicks me right in the feels

John and Abigail (Red Dead Redemption)

Original image located here. Accessed 14th February 2014 

Funny thing about gaming couples: Traditionally, the romantic interest is usually the endpoint/reward for beating the game. It is therefore rare to see a couple whose relationship is already in progress and rarer still to see a couple actually married (Mr and Mrs Pacman anyone?). Thankfully, John and Abigail Marston is such an occurrence.
On paper this couple should not work: Abigail only appears in the last leg of the game – and whereas we, the players, had an entire game to get to know, and build a connection with, John, we have a very limited time to get to know Abigail. Indeed, much of the game, information on Abigail is based on both what other characters say about here and John’s determination to get his job done so he can return to her.
But however limited Abigail’s time is in the game, there is no doubt that she has a genuine bond with John. These are two people who have spent a long time together and get on like any other married couple – and I say that without any hint of sarcasm whatsoever (well as much as the typed text permits anyway). These are two people who have a working relationship and know each other better than anyone else. It is the kind of relationship that has been little seen in a game and one hopes to see more often - perhaps moreso now that gamers who grew up in the eighties are now most likely married?

Tidus and Yuna (Final Fantasy X)


This is another couple that has already been covered in another post in this blog.
Again, I certainly don’t want to repeat myself so there isn’t much else can say that hasn’t been said already. But I will say that in the years since playing FFX, this couple still resonates within my cold, jaded heart. It was a relationship compelling enough to follow through the entire game.
Also pleasing is that Tidus, the Player Character, isn’t the one going on a quest. It’s Yuna's quest instead. It’s a welcome change as, after other gaming romances, we now know what it’s like to walk in a partner’s shoes as they follow their beloved into hell and beyond. The things one does for love eh?

PC and Jahiera (Baldurs Gate 2)
And we save the best for last.
Yes I said this was in no particular order but honestly? I think the relationship between Jahiera and the PC in Baldurs Gate 2 could well be the best relationship ever conceived for gaming.
Firstly, the length. This romantic subquest is indeed the longest of those available in BG2 and so it should be. Like any relationship, it takes time and effort to make it work. I don't think any other game has actually dared to take such a serious look at in-game relationships ever since. It seems that any romantic relationship would consist of a handful of conversations and boom! Romance. But not BG2 and such gall to tell any romance like it really is indeed a ballsy one.
Secondly, it is fascinating to see Jahiera slowly open up to the player. We see her get over the death of her first husband and reveal a more empathetic and trusting companion hiding behind the mask of a grumpy tough-chick. It's a 'project' in other words and one that is indeed worth the effort.
Finally, this relationship is more interesting on a realistic level. Viconia's may be beset with tragedy, Aerie's may be idealistic, but the relationship with Jahiera strikes me more as a weathered tree. It may endure hardships, periods of separation and so many obstacles but it still endures. And if nothing on earth can end such a union then it surely must be as strong as steel.
Indee,d with such an approach to a relationship, one can only wonder why no one has tried to replicate it. But then again, perhaps they don't need to.

And that is my take on Gaming's Greatest Romances. Of course, my idea of what is the greatest gaming romances may be completely different from someone else's but this is my opinion and my blog so you just read it whether you like it or not XD

Anywho, I hope you've enjoyed this post and you all have a fun Valentine's day spent in the company of loved ones.

Friday, January 17, 2014

The Princess was indeed in another castle.

Another bizarre image that came with the announcement of Princess Zelda being a selectable character in the new  Super Smash bros game

I think you've got the wrong princess there, mate.

Original image located here. Accessed 17th January 2014

Wednesday, January 15, 2014

Miss Chevious

Another thing that happened during the Christmas break was the announcement that Princess Zelda will be a selectable character in the upcoming iteration of the Super Smash bros franchise.

This doesn't change my stance on not getting a Wii-U but I am delighted to hear that my favorite Nintendo princess will be present in the new Super Smash bros - Zelda is after all, the representation of the Legend of Zelda what with her name being in the title and her being smart enough to get Link to do all the work (she's the representation of the Triforce of Wisdom for a reason!).

However I am puzzled by some of the images that have accompanied this announcement. Particularly this one:

Original image located here. Accessed 17th January 2014

What is going on here? Is Link knocked out? Or is he sleeping? Is Zelda going to cast some healing spell? Is she going to wake him up? Or is Zelda going to smack Link on the side of the head for not doing a good job?
Personally, this looks to me like Zelda is going to play a joke on Link - like she's going to place a toy spider on his shoulder to give him a shock. In fact I hope that is what's going to happen because it would be nice to see the Princess of Hyrule / Embodiment of Wisdom having a mischevious side that is never seen in the Zelda games.

Friday, December 6, 2013

Elf pick up lines

Last week I posted this image on my Facebook page:


I then put forth the challenge of coming up with a witty caption to go with the image and these are the results!:





Friday, July 12, 2013

Come Out and Play

So with a new Nintendo console comes the announcement that a new iteration of the Super Smash Brothers is on it's way.

The Super Smash Bros series and I have something of a weird history. I became aware of the series through the first title on the N64 - but the first game I played in the series is Melee. But I could not get into it: I've played many fighting games and enjoyed them - even if I've been relying on the time and tested tactic of button mashing. But the Super Smash bros is a series that will have none of that: As such I was both flattened time and time again and puzzled by how the game works (how many hits can this asshole take?! Oh so being knocked out is instant death....). As such it's kind of embarrassing for me to see people who have every character worked out and mop the floor with me.
Still I did end up obtaining Brawl for my Wii and whilst I did have a hard time getting into the swing of things, I did enjoy it (even if I'm no more wiser as to what the hell I'm doing). In addition I also acquired the original Super Smash Bros from the Virtual Console but somehow it didn't really make an impression on me.
Yet somehow it is kind of telling that Brawl, the maligned of the series, is the one that did indeed make a connection with me....

Anywho, with the latest Super Smash Bros, more and more cast members are being teased out as 2014 draws nearer. Yet this is coming in the wake of Brawl which featured a large character roster and reports are indicting that said roster will be trimmed of the less unique characters for the new game. Reports also indicate that deciding which characters get the flick is not a decision made easily.
Personally I'm in two minds over this: On one hand the shortened roster will be easier to keep track of certain faces and remove any duplicate characters. But on the other hand I've used each and every character in Brawl and I don't mind them (except maybe Wario) so somehow having a familiar face been given the boot would be disarming to say the least.
So far we have mainstays Mario, Link, Donkey Kong, Samus, Kirby, Fox and Pikachu. Bowser, Pit and Olimar are also making a return. But in the terms of newcomers we have Mega Man, Villager and Wii Fit Trainer - the latter of course being an odd choice.

Still this is but the early stage - what more will eventuate between now and the release date would be interesting to say the least...

Wednesday, January 16, 2013

Fit for a King

Another post, another game struck down from my Hall of Shame. Once again, it was something I played over my Christmas break: Kings Quest 6.

Once upon a time, Sierra had a substantial reputation for their Adventure games. They had several series that featured over numerous installments and enjoyed much success during their heyday. I myself never really bothered much with them. Yes I played about two installments of the Leisure Suit Larry (keep in mind I was ten/eleven at the time), and I had seen the first Police Quest being played but was largely unfamiliar with the Sierra adventure games.
In the years since, time has not been kind to the Sierra adventure games with most of them being dismissed for obnoxious difficulty, game-killing puzzles (one slightest slip up and it's game over), cheap deaths and solutions to problems that make absolutely no sense whatsoever. Still I was interested to take a look so I may as well try one of the best: King's Quest 6.


Now coming into Kings Quest 6 I had absolutely zero knowledge about the series beforehand - thus leaving me with little idea as to what to expect. And the first thing that struck me about this game was that it was genuine attempt to build a fairy tale within game - something that doesn't happen very often. Okay so the Super Mario and Zelda games may have taken their inspiration from fairy tales whilst Braid and Shadow the Colossus seek to deconstruct them, but for me King's Quest 6 feels genuine in it's attempt to present a prince going around a fantasy world to rescue a princess.
But at the same time, one feels this was trying to deconstruct the fairy tale genre whilst celebrating it. Thus the prince, Alexander, comes across as committed to his quest to the point of tunnel-vision that one starts questioning his mental state. Likewise the princess, Cassima, is revealed to be practical and hardly the type to sit around waiting to be rescued.

In fact a lot has to said for the writing: The characters are well written and likeable, there are some interesting allusions to other fairy tales, the puzzles actually make sense, the humor is well handled (ie the Chess Piece queens) and the climax is actually really exciting.Okay the amount of deaths were stupid but the setting and characters that inhabited it were compelling enough to see me through.
Also, I particularly enjoyed the voice acting - I'm still trying to wrap my head around Alexander being voiced by the same guy with did the Beast from Disney's Beauty and the Beast. And special mention must go to that guy who voices Saladin - He's great!
But I'm not quite sure what to make of the ending theme though ("Girl in the ToWAAAAHHH!!!").

Now considering Sierra's reputation this game didn't cause an epiphany to inspire me to check out more Sierra games. Still, I enjoyed it a lot and its fun to see a genuine fairy tale in gaming - I mean you can't keep shooting zombies forever....

Friday, October 12, 2012

Silent Bill

I find the idea of silent game characters a rather strange choice in gaming. Why build a world where everyone can talk and interact with other bar one? Why give character a face and a name but refuse to make the final jump in giving them a voice? I just find it odd that worlds get built with so much detail but one detail is missing with the player's entry point into said world not saying single damn thing.
In fact to have a Player Character silent when everyone else isn't does portray them in a rather puzzling manner. Do they have poor social skills? Do they have trouble interacting with the people around them? Are they shut-ins who spent many years of their life cut off from the rest of the world that they missed out on some vital communication skills?
If anything, the lack of voice in a Player Character doesn't really suggest anything about them: What they think, how they view the world around them and how they perceptive being repeatedly handed tasks to complete for the populace. The last point is of particular note: We know the scenario: The Player Character is given tasks by the populace in order to advance further in the game - but the PC accepts this without a second thought. But really how does he/she really feel about this? Would they get irate that no one can do things for themselves? Would he/she get annoyed that he/she's continually getting sidetracked from their main quest? I think Lenny Bruce said it best when he declared that: 'Take away the right to say "fuck" and you take away the right to say "fuck the government."'

Yet many gamers think otherwise - and as result, the likes of Link, Samus Aran and Gordon Freeman are continually thought highly of in gaming circles. The reason being is that because the character is silent, the gamer is free as they please to build their own opinion about them. I guess that argument has weight with one's personality being built up through one's actions rather than the words spoken - and previous attempts to make a personality (ie Legend of Zelda cartoon and Metroid Other M), have been pathetic to say the least. That may be the case but I refuse to accept the idea that the silent character is meant to be the eyes of the gamer in the game world. They aren't me: Why? Because they have an appearance and a name that I don't really have a say in. The characters I've played in both Baldurs Gate and World of Warcraft are mine because I made them and guided them through their
respective game worlds - whereas Link is....... well.... everyone's Link.

So yeah, for me playing a character who already has a name and face but no voice doesn't mean they are me in the game itself. If anything, the games that want to involve the player themselves are those that a) address them directly, b) make the player feel like they're making some kind of difference and c) remove any visual representation of the PC.
That being said I think the games that have done this best are Starcraft and Bioshock. Starcraft did so by having a well-written script with characters address the player directly - helped considerably by some solid voice acting - and really created the impression the player was making a difference. Bioshock also took a brave step by refusing to make any visual reference to the PC (apart from hands and a bit of arm) and through placing the player in situations that challenged linear gameplay.

So, if anything, building a character a face, a name but no voice strikes me as a little odd - like a runner that jumps numerous hurdles but then chooses to not clear the last one. If this is a character that's meant to represent me, the player, then why do I have a set name and appearance?

Monday, September 24, 2012

All wrapped up

Because game commercials are always fun, may I present the commercial for the Legend of Zelda: Link's Awakening on the original Nintendo Gameboy:


Man Nintendo sure made some weird ads in their day but I find this oddly fascinating: Getting past the cheesy rap I realize there is little connecting this ad to the game itself: The Zelda logo is shown briefly, and the gameplay footage takes a back seat to the rapper. Indeed, what game footage there is  projected onto the wall of the set. EH?!?? Indeed, so much emphasis is placed on the rapper one finds it hard to see this being an ad for video game.

Still maybe next con i should get my Link cosplay out and perform this rap as a skit - has anyone ever done such a thing? No really, have they?

Mind you this ad does inspire the rather amusing notion of going Down ON Zelda XD

Wednesday, August 15, 2012

Truly legendary

Last weekend, I had the pleasure of striking another game from my Hall of Shame: Get on your horse Legend of Zelda, you're out of here! (would that horse be Epona?)

When I say Legend of Zelda I am, of course, referring to the original on the NES. Now, unlike most people, this is not the first Zelda game I've sat down and played all the way through - that honor belongs to Link to the Past.
Therefore Legend of Zelda is going to be a tricky game to assess: First, as Link to the Past was the first Zelda I've played, it will ultimately influence my opinion through providing a benchmark. Second, Legend of Zelda is up against twenty six years of technological advancement and Third, Legend of Zelda is essentially a wellspring where many it's ideas have since been replicated by other games many times over.



So what do I think of the original Legend of Zelda? Well the first thought is that I have played other Legend of Zelda games and this strikes me as perhaps the most difficult. I say that because I do remember there were numerous moments when the enemies gave me headaches, namely the DarkNuts, Wizzrobes and the LikeLikes – the latter in particular was of particular annoyance: Believe you me, the annoyance of having your shield eaten only to go back, raise enough rupees to buy another one and having THAT one eaten as well can only be speculated upon. Granted I have had trouble with the other Legend of Zelda games but none on a level comparable to my troubles with the original – at least Link to the Past had fairies that could resurrect you when you died! In fact at one point, I felt like it was battle of wits to see who would break first: me or the game itself. But then again, this game is a product from an earlier era where difficulty was a gaming mainstay.
But what I found interesting with the Legend of Zelda difficulty is that it presents the same problem I had with the Super Mario games in that the lead-up to the end of game big-bad proved more challenging and more difficult than the final showdown itself. Indeed, after get lost, beaten and frustrated with the last dungeon, I ended up confronting Ganon and….whupped him on my first go.

And then there’s the legacy behind Legend of Zelda: This was, more or less, the first sandbox game where the player had the freedom to go anywhere and could accomplish any of the tasks necessary for ultimate victory in any order. Even more significant, the idea of extensive exploration and getting the necessary gear gave way to an eventual leveling of the playing field – but as in my defeat of Ganon showed, an eventual pushover.
Now I’m not the biggest fan of the sandbox genre (save one or two exceptions) so coming across the progenitor is interesting to say the least. Sure there isn’t a variety of things to do beyond go here/kill this guy/get this item, but it seems that a lot of the sandbox stems from the player finding clues and working things out for themselves. But to me, that creates conflict in that the Hyrule presented in NES graphics is kinda…well…… dull. The place looks barren and minimal in colour – as well as being populated by lot’s of monsters and few in actual human residents. Granted there is only so much the NES could do with its limited technology, but I still maintain the setting of Legend of Zelda would’ve made a great setting for a post-apocalypse setup with a ruined landscape, a host of monsters and only three characters (but I suppose Shadow of the Colossus as already been made).

But I digress. It is interesting to see the origins of Legend of Zelda and see how some the ideas in it were strong enough that they were reiterated in the subsequent sequels. Yes Link to the Past took those ideas and improved on them in every single way but you have to start somewhere.
So in the end, despite the gripes I had with the difficulty, I did enjoy playing Legend of Zelda. It was good fun and it’s good to finally put that game to rest.

Now about Ocarina of Time….