If all I knew about games were what I had read, I would believe them to be the revolutionary, new zenith of human culture; a marriage of man’s greatest accomplishments in art and science. The problem is I’ve played them too.
Most recently I played Jason Rohrer’s new Inside a Star-Filled Sky. Rohrer’s been a key figure in the ‘games as art’ discussion since it first gained momentum and I’ve admired his aims. I enjoyed Inside a Star-Filled Sky too. I have my complaints, but that’s no shocker. What should come as a surprise is how few criticisms target the pseudo-intellectual banter that surrounds Rohrer’s work and projects like his.
The games industry, including and especially the so-called indie game movement, appears to be suffering from what I call ‘premature congratulation.’ Games without the depth of a poorly written soap opera are regularly applauded for their artistry while patronizing speeches are given by industry moguls patting themselves on the back for the snail’s pace of the art form’s maturation. Universities had no trouble constructing game academia overnight by cutting it down to meaningless abstractions and inventing predictions on the future of gaming despite their disconnection from actual game development. In this market, talk is real cheap. (more…)
I started playing through Earthbound to see what it was about. There was a great little article on the original that never made it stateside in issue 5 of GameSpite Quarterly, the NES 25th anniversary issue. Just another reminder that I needed to play through this game! The only time I played it was back in 1998 on a SNES emulator, which barely ran on my 200Mhz Pentium 1 computer. Today, I’m running a much more developed version of that same Snes9x emulator, with a much better dual core processor and USB controller. No reason not to keep playing!
The first time I played, I only made it through the intro and a little farther after that. This time, I discovered why. Once the game opened up to the first town, it became a puzzle to determine what to do next. Back then, it was too frustrating with the choppy framerate of my slow computer. Now, I took the time to figure out what the game is about.
The gameplay of Earthbound is pretty much your typical Japanese RPG — think Dragon Warrior or Pokémon. You wander around locations and encounter random battles when you bump into enemies, similar to Chrono Trigger. You can obtain an advantage if you encounter the enemy from behind — and you start the battle at a disadvantage if they get you from behind. The battles are of simple menu driven variety. No cluttered menus and overly complex sub-systems.
What separates the game from everything I’ve mentioned is definitely the scenarios and dialogue. The scenarios are pretty random and wacky from what I’ve seen — from fighting thugs at their arcade hideout to fighting police. The dialogue is always on the side of humor and satire. It’s just goofy and funny! Makes me smile simply by reading it, wondering what was going on in the Nintendo translators’ heads in 1995. They did a great job! In addition to the writing, the game starts off with allowing you to answer questions from the NPCs early on. This will usually affect how they respond. But sometimes your answer affects your progress through the scenario. For instance, you may have to answer with the alternate response for something to happen. I got stuck at a part like that.
The music is great as well. I was like “right on” when they played a little reggae track when you enter a house. Great attention to detail with the tunes, it seems like they even sampled songs for many of them.
What I love about the game is that even though it’s so simple, it’s apparent that a lot of love went into it. I love that it’s not afraid to poke fun at it being a game. I even feel like if you took a lot of the gameplay out of it — like removing the battle system — it’d still be an enjoyable experience because of the definite world it creates for itself. Playing, I feel like I just gotta see what happens next.
I had contacted Anders Gustafsson, creator of Gateway II, and he gave me a preview of the first chapter of his latest game — The Dream Machine by Cockroach Inc.
I had played the demo before and while it was presented well, I didn’t know what to think of it. It was so short that it felt like it was over before it ever began. But after playing through the first chapter, I can now rest my worries. I can’t wait to play the rest!
First off the game is well written. While Gateway had some dialogue, its story was mostly told visually through the animation of the characters. In The Dream Machine, the characters have some great dialogue, which I find believable. The game start with your character, Victor, just moving into an apartment with his girlfriend. You get a good feel for their relationship through their talking. The game has dialogue branches which allow you to respond in a more serious or joking manner if you wish. It helped me to believe in the characters — okay, Game Creator, you’ve got my attention.
I recently finished Kavalmaja by Tonypa. It’s an puzzle-adventure game that I first played about a year and a half ago. I had probably spent 30 minutes with the game, getting deeply involved with it. Something interrupted me and got sidetracked and never went back to it. It was bugging me that I never finished it — so I did. And it was worth it.
The game of Kavalmaja is a well thought out dungeon. The goal is to collect all of the “gold pieces” in the dungeon, acquiring abilities along the way to progress further along in your journey. The game is presented in an abstract fashion, requiring you to move around and touch stuff to see how it reacts. As you interact with the world you learn what its symbols and colors mean. So an area you passed through earlier will have a different meaning later on. It ends up playing similar to a Zelda game but there’s something special about its abstract nature. In a Zelda game it’s clear that if there’s a cracked wall you need a bomb to get through it, the world of Kavalmaja the connections aren’t that obvious.
So Chris surprised the hell out of me yesterday when he mentioned that there was an independent games festival going on right down the street from me in Culver City — Indiecade ’09. His friend told him about it and he told me. I was feeling kind of down that I wasn’t out raving in the streets of San Francisco this weekend, but I suppose things happen for a reason. I missed Saturday but I checked it out today.
I didn’t get the opportunity to see everything but the favorite thing that I played was Moon Stories by Daniel Benmergui of Argentina. This is a series a 3 games, which are more like interactive stories. I could spend a paragraph trying to explain it or you can just play the damn thing. I liked that I could just jump in an play around and that the game didn’t expect anything from me. I had fun messing around just to see what would happen. This is really how game stories need to be told more often. (more…)
Grand Theft Auto IV is a game about living the American dream. You work hard to make money to get the things you want. You meet people and exchange favors for favors in pursuit of a better life for yourself and those you care for. Hard work will eventually payoff and you can fight your way to the top in this country. Eating your enemies along the way. The difference from the traditional interpretation of the American dream is that in GTA IV you’ve decided on a life of crime to make it all happen. Which is against the norm and deemed a bad thing in most cultures. I suppose it may be unfortunate that it makes such an unbelievably awesome experience.
This game is unbelievable to me not only because of the violence or deviancy — for if that were all there was to it then the series would’ve been long forgotten about. What’s unbelievable is the grand scale of it. And not only that but the level of polish that every element has. It’s really amazing! Earlier in the series there were a lot of obvious flaws to complain about, like the sucky control or the subpar graphics. It seems that having a solid foundation of gameplay, an incredibly talented team, great management, and a shitload of cash can result in a masterpiece like GTA IV. I almost didn’t think it was possible to have a big-budget game this good anymore after the disappointment of Halo 3 and the absolute tragedy that was Assassin’s Creed.