Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, April 13, 2014

My Ten Favorite Dance Dance Revolution Songs

I was in the throes of a strange adolescence when I fell in love with these songs, and I do not have the musical vocabulary to reason through my choices with anything other than free association and reactionary sentimentality. Proceed with caution.


10) Jenny - Do You Remember Me
Original: Not sure - I read many years ago that this is a cover of a Japanese pop song from the 1970s, but I've since learned that the Internet isn't always a trustworthy place.
First appeared in: DDR MAX (6th Mix)



My friend and I played this at our joint 16th birthday party and my mom told me that I should turn it off or people would start leaving. WHATEVER. For some reason, this song always stuck out amidst the deluge of generic Eurobeat that slammed DDR some time around 5th Mix. It may be Jenny's subtle ESL cadence ("I am gonna g'you a start"???), or that her vocals are tender in a way that the genre rarely manages, or its ridiculously fun Heavy stepcharts, but Do You Remember Me has a lot of personality. I think most people skipped over this song because it was super girly and Dance Dance Revolution is all about looking as cool as possible.

9) Jennifer - If You Were Here
Original: None
First appeared in: 2nd Mix


For better or worse, this song screams DDR. Most people familiar with the game would probably cite smile.dk's Butterfly as the franchise's most notable contribution to popular music, but let's be real - Butterfly is annoying as hell. If You Were Here serves up twice the synthesized Italo Disco goodness with only half of the shrill vocalizations and none of the dubious Orientalism; it's a perfect little encapsulation of the cool-uncool divide that Dance Dance Revolution spent so long trying to navigate. Strange that (if you choose to believe the online whispers of yesterdecade) the opening 13 seconds of this song inspired Naoki Maeda to write MAX 300, the series' first definitive step away from its dance game pretensions.

Tuesday, July 30, 2013

Fear is Fascinating: Clock Tower and the Gnarled Evolution of Survival Horror


A work of horror art most always calls upon a collection of familiar, archetypal anxieties, sculpted into worst-case scenarios with sinister faces. Cabin in the Woods says it best when it labels its retinue of monsters as "remnant of the Old World," all of them nightmare visions continually filtered through the collective conscious. The ingredients remain the same; the alchemy is volatile, subordinate to the aesthetic and cultural trends of the time, the artist's command of his or her subject, and perhaps most critically, the medium in which it is presented. Video games have had an exceptionally difficult time nailing down the formula for a variety of reasons that only seems to multiply as their technology develops.

Horror in gaming is often described as "survival horror" because, well, it falls on You the Player to survive. Easier said than done when the games of this genre deliberately leave you understocked and unprepared for whatever threats are waiting to bury you. Combat and restorative items are either nonexistent or in short supply, an emphasis is placed on spatial awareness and puzzle solving, and danger lurks unrepentant at every turn. These design principles can be found in games as early as the NES's 1989 Sweet Home, a tale of madness and infanticide Nintendo found too gruesome for their delicate American players, and were popularized by Capcom's 1996 Playstation hit Resident Evil. The problem is that the ludic cornerstones of the genre - deprivation, helplessness, resource conservation - run counter to what a vast majority of contemporary gamers now find satisfying in their virtual experience, and as such survival horror has significantly dwindled in popularity. There have been a few attempts to resurrect it, such as breakout hit Amnesia: The Dark Descent, but recent entries in old-guard franchises Resident Evil and Silent Hill have been met with disdain or disinterest.

Tuesday, May 7, 2013

Deadly Premonition, Mass Effect 3, Bioshock Infinite: Three Choices, No Choice?


Bioshock Infinite, Ken Levine's newest stab at bringing some life to the AAA gaming landscape, has spent the last month enjoying impressive critical and public acclaim. As a game, it is a machine as well-oiled as you could hope to ask for, a first-person shooter etched from thoughtful gun combat and a Vigor system that complements it stylistically and ludically in equal portions. There has been some streamlining, but we're in a gaming climate that streamlines as a matter of course, especially by a franchise's third iteration. Narratively, Infinite hosts a plague of discontents, ameliorated partially by the game's insistence on exploring them through the story's subtext. To simplify drastically, Levine claims through Infinite that narrative video gaming will always be subject to a series of technological restrictions. It's a wonderful idea for a game to grapple with, but it doesn't always work out. Leigh Alexander has done an excellent job at delineating some of the friction that Infinite encounters as a narrative-based game, but some of her arguments are predicated on the notion that the original Bioshock unified narrative and gameplay seamlessly. It is unrealistic to expect every act of brutality in a game of this genre to maintain a sense of commodified mortality; for all that atmosphere and all those piquant Objectivist flourishes and all the hullabaloo about “Would you kindly?”, the first iteration is still a game where you mow down underwater zombies in the hundreds. 

Sunday, March 24, 2013

Ni no Kuni: lemme get those digits


The JRPG is a troubled genre in a wild and unpredictable medium. Not one generation ago, the PlayStation 2 was host to everything from obscure one-shots (Ephemeral Fantasia, Tsugunai: Atonement) to celebrated series (Suikoden, Final Fantasy) and just about everything in between. Looking over Sony's RPG offerings for PS3 is a much more dismal enterprise. Most of the notable titles seem to be American-developed actioners with RPG elements, while the Japanese games are uninspired, halfhearted, or DLC packs for Hyperdimension Neptunia. Nearly every new IP released this generation was met with relative indifference, but the franchises have been hit just as hard. Suikoden is MIA, Tales has never been worse than the dismal Graces f, Star Ocean has lost its way completely, and Final Fantasy XIII is Square-Enix's signed confession that they've forgotten what made the series so great.

When Mass Effect 3 came out, I took the successes of the game to mean that the JRPG was obsolete. The genre was born with Dragon Quest to textually represent concepts that were too graphically complicated for the NES's eight bits, but twenty-seven years later we don't exactly have that problem anymore. (On that note, menu-based RPGs are still finding some popularity on handheld devices, which remain partially bound by these limitations.) ME3 revises the systems of its Japanese antecedents with a highly effective show-don't-tell attitude, streamlining combat and character development elegantly. Do you miss combat menus? They're there, but only when you need them to be. Bummed at the presence of skill trees instead of vital statistics? They fulfill very similar functions when you think about it. This quickened approach is in line with what the populace has come to expect from video gaming, but there are few titles that have managed to combine this satisfying sense of speed and immersion with the robust micromanagement that made these games so appealing in the first place. That's the sweet spot Ni no Kuni hits.

Friday, December 21, 2012

DEADLY PREMONITION.

Best video game of my life.


It's okay if you don't understand, but I wish you did.

Monday, December 17, 2012

Dishonored: Spoiled by Choice


Dishonored is probably my favorite non-sequel video game of 2012, although this is coming from the perspective of someone who doesn't have the time to plumb the depths for indie games anymore. Though this shortcoming is largely a product of my own lack of diligence, there's also a noticeable lack of original, quality AAA titles on the market these days. What else came close? Sleeping Dogs was solid, but ultimately it carried the sensation of being less than the sum of its borrowed parts: vehicle mechanics and general approach from Grand Theft Auto, distilled Arkham Asylum/City combat, crushingly cut-and-paste sidequests from basically every third person action-adventure game released in the last couple of years. Also, Jesus, Wei Shen was lame as hell. Forcing your voice half an octave deeper than normal and shouting "motherfucker" a lot does not an interesting character make.

But then I look at Dishonored, which doesn't have a main character at all. It has silent killer Corvo Attano, disgraced Lord Protector to the recently assassinated Empress. Corvo has no dialogue, and while this approach has served many video game protagonists well over the years, it's starting to feel more and more out of place as immersive world-building becomes a developmental priority.

Tuesday, October 9, 2012

I've Fallen and I Can't Wake Up: Daymare Town 3


Every year, when summer turns to fall and the weather gets cloudier, I set aside a few hours for myself and run through Daymare Town 3. I can't remember how or where I learned of it (as is common with these apocryphal little Flash games), only that I found it at some obscene hour of the night and played it until I couldn't keep my eyes open anymore.

It's the sort of game that lends itself to obsessive, almost hypnotic play. Your objective seems straightforward enough: you've crash-landed your hot air balloon in a surreal village and need to escape. But the game is shot through with the logic of its titular daymare. Characters speak cryptically and issue indecipherable demands. There's a slew of items, many useless, most bizarre. Puzzles have elements that make sense on a pragmatic basis, but cohere in especially unusual ways. One notable example: feeding the captain of the guard a sleeping pill in order to steal his hat and fool his lackeys into letting you through a gate. Sure, but why did he accept medication from a stranger so readily, and why would you have known to steal the hat, and why are his guards stupid enough to forget what their superior looks like? Convoluted causal dynamics are no new thing to pixel-hunting adventure games, but only in this daymare do they feel acceptable, even organic. The puzzles never feel like cheats, but merely require some unconventional thinking, which leaves the solutions enormously satisfying. There's also a handful of achievements to unlock, and a unintuitive economic system, but they both feel like window dressing thrown in to disguise the game's true roots.

The mechanics and design of Daymare Town 3's gameplay work in exceptional tandem with its aesthetic. Daymare Town is ripe with heavily stylized Expressionist angles, rendering the interiors impossible and menacing. A kindergarten seems a hundred feet tall, and one ray of light illuminates next to none of a pitch-dark basement. Most of the lines are uneven, drawn freehand and with little regard to symmetry - every building looks off-kilter, groaning at its foundations. Music is almost entirely piano, with muted percussion thrown in on a couple of tracks, and a vast majority of the time you spend in the town is soundtracked by howling wind. Sound effects can be slightly jarring, notably the low electronic tones that sound every time you pick up an item or move from location to location. The game gives you the option to turn them off, which I would recommend. Daymare Town 3 lives and dies by its composition; without its schizoid images and minimal, minor-key sound, most of its impact would dissipate. The Submachine games, which strive for a similar atmosphere but fail to reach it because of undistinguished, unfocused art, are good examples of this.

This is not to marginalize the writing of the game. Mateusz Skutnik is careful to paint Daymare Town as an unusual place, but not aggressively so. Much of the quirk in the game is subtle, and the game approaches a wide variety of tones: humorous, sinister, ominous, even a bit melancholy. There's an undercurrent of dry wit to Skutnik's presentation, between locations (a populous graveyard is called a "memorial park"), items (a catheter bag becomes "some liquid"), and dialogue (The Nurse: "Do not try anything stupid. I will put you down."). If this slightly daffy composure appears to stand at odds with the game's more human moments, like when you return an old widow's baby to her, they actually come together with surprising grace. All of these voices are reasonably accommodated by a world so foreign that the player is not entirely sure how to feel while exploring it. 


Daymare Town 3, customary of its medium, is fairly slight. If you're not a naughty cheater you'll probably finish your first play in about five hours. There's a pronounced mystery about it, however, that has kept me compelled even during my third trip through the village. Every consecutive replay feels fresh, rewarding, intriguing. With each new session, I find myself surprised by how few of the puzzles I remember, or how eerie the music actually is, or the double entendre tucked into a line of dialogue that once seemed like a toss-off. The details melt away over the course of a year, which is a quality to any linear adventure game's credit, but the feelings linger.

B+




Saturday, March 24, 2012

Mass Attack 3: The Democracy of Whining

This post is about the reactions to Mass Effect 3's ending and not the ending itself, so unless you consider the knowledge that the game had a controversial ending to be a spoiler, then you should be safe. But then if you're a gamer who's not aware of this shitstorm by now then you probably don't know how to read so why are you even here?


It isn't as if bad endings are particularly new to video games. Three decades ago, when the form was still in its infancy, it was par for the NES course to be rewarded with "CONGRATURATIONS! YOU ARE GREAT" and a jarring return to the start screen. Even once gaming had moved away from its typically bare-bones narratives, there were still disappointments aplenty to be found amidst the epics. Who remembers the ending of Fable? And though I never played Knights of the Old Republic 2, a trip to Youtube reveals a game that culminates in a visually tedious ten minute conversation, a twenty-second cutscene, and then credits.

Obsidian, however, somehow managed to dodge the public flogging that Bioware has endured lately. Once held on high for their expansive, open-world RPGs, they're currently being pilloried all over the Internet for their handling of Mass Effect 3. Sure, few people were happy about KOTOR 2's famously rushed ending, but things died down soon enough. The fan outrage this time around is unprecedented; relatively level-headed expressions of disappointment, such as the Retake ME3 charity, were quickly co-opted by those rabid folk drawing attention to themselves by filing complaints with the FTC or boasting that they were able to get a full refund from Amazon after completing the game. Few concrete results came from all of this sturm-und-drang, naturally, as Retake ME3 degenerated into a mess of confused and angry gamers and the FTC doesn't care about Mass Effect 3.