indigozeal: (Daniella)
As you've probably heard, Igarashi's successor to Castlevania was announced and fully funded within a scant two hours. The bright roses-'n'-jewel-tones art design and gothloli aesthetic is proving a sticking point for me, partially because it's a bit removed from the mist-covered, slate-grey Transylvania we all know and love, and partially because it's so weirdly reminiscent of Neo Angelique, right down to the protag's frilly purple skirt-dress. But stained glass is a really intriguing visual motif for the game - something that connects the game with its forebear yet lets it go in a new direction artistically. It could set up some killer lighting effects. The game's in an embryonic stage - not scheduled for release till two years hence - so we'll see how this new style pulls itself together.

On a more pragmatic note, it is a bit depressing to see Igarashi slumming it with the Game Grumps plugging indie darlings like Shovel Knight and Rogue Legacy, games that are already success stories and don't need additional exposure. I understand it's great publicity for Igarashi's own project, and he himself explains magnaminously in the Kickstarter video that the soul of Igavanias lives on in the games it inspired. I just wish the folks on U.S. shores had the good grace to get out of the man's way in this critical hour, but asking for grace from anyone on the internet seems to be too much these days. It's cheering, though, that the new game will be produced by Inti Creates, the same studio that's behind Mighty No. 9 and which seems to be turning into a safe haven for Japanese talent that's been given the shaft in the mobile boom. "I'll finally be able to make a game that uses a controller" - poor man.

I love that the final stretch goal is voice acting by David Hayter. Top-notch presentation, additional rewards that unlock with social media & fanart activity, and tiers like "put your pet in the game's bestiary" - man, this is how to do a Kickstarter.

(In other news, I have yet to get into the backers' forum for the NightCry Kickstarter.)
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indigozeal: (weird)
- As you've probably heard through social media if you're into the series, Koji Igarashi has put up a teaser website for the coming Kickstarter to a Castlevania spiritual successor. For such a big announcement - the effective revival of classic Castlevania - it's gotten almost no formal press; SiliconEra reports on every single little teaser post or website Atlus/Aksys/Xseed puts out, yet this gets nuttin'. But in the words of Brad Shoemaker:




There's not a whole lot of text (you'll get more messages, and vague hints on the upcoming game, if you click on stuff over time, in the course of one visit), but it's fun & engaging & injokey in just the right amount, and it reminds me that the NightCry promos would've been so much better-served if they'd gotten someone solid to handle the English-language translation & writing. I'm glad the game got funded, it's got a great team behind it, and I want to see what these folks have up their sleeves, but the spotty translation & writing conjures up associations with those horror games on Steam that Dan & Drew from Giant Bomb are always playing for Quick Looks that debut at $15 and invariably get knocked down to about a quarter of that a couple months afterward. It's a pity, because Clock Tower deserves far better.

- I'm nearing the end of my CSS course, and it's becoming depressingly clear that a) most of basic CSS is designed solely to do the same stuff that HTML could, just in a more obfuscative way that presents a higher barrier to entry for beginners; b) though I know a few neat little tricks now, I don't really know anything that I couldn't do with HTML before (and that's really not saying much); and c) while those few neat little tricks will help a bit, the primary barriers for me in creating a decent-looking website are lack of design & Photoshop skills, not HTML/CSS knowledge, and I am hopeless in working with graphics, so those are almost insurmountable barriers. Maybe I should just go completely low-rez and model my website after early alphanumeric roguelikes instead.

- Things here continue to go horribly. Last week, someone tried deliberately both to sideswipe me off the road and to crash into my vehicle in the space of five seconds, but despite the guy driving right past a cop car while I was on the phone with the dispatcher AND my tailing him to his ultimate destination, the police here were too incompetent to find him & do anything. I also learned that my dog needs an operation that will cost at least $2000 and require eight weeks for recovery - now that good walking & hiking weather has finally arrived after a long, long winter (she loves being outdoors). I will have that Lunar Vheen Hikuusen doujinshi synopsis and more Maboroshi Gekijou coming, but everything around me is trying its hardest to derail itself.

- I discovered today that LiveJournal is running insurance ads on its signup page. Man, I want to get to a more modern platform, but it seems that there are no real alternatives to Blogspot or Wordpress.
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indigozeal: (nemesis)
I ran across this article yesterday, where the author was discussing reactions to a previous piece where she expressed disappointment in an MMO storyline. She had received a couple of replies that went along the lines of this one: "Well, I guess because I have really, really low expectations of the storytelling in any video game. In thirty-five years of playing them I can’t recall a single example that goes beyond the standard you might expect in an example of a middling genre narrative in another form and even that would be the exception."

My reaction was the same as hers: she asserted that she'd played a lot of games with great stories and therefore wasn't about to lower her expectations. Frankly, if you haven't encountered any good game stories yourself (particularly in "thirty-five years of playing"), I really have to wonder what kind of games you're buying.

I think, though, that the "video games are stoopid" reaction also stems from a failure to realize that good writing takes many forms. I think the people who complain that "there are no good stories in video games" are looking for the stereotypical idea of a Great Novel: a lot of writing and a lot of dialogue that's delivered straight-on by characters in the style of a play, featuring a great deal of SAT vocabulary & circumlocution and a very elaborate plot with a lot of developments that discusses Things of Great Importance (though not anything too weird; let's not get all freaky here). The problem with this - the first problem - is that the shift in medium also entails a shift in the way stories can be told. I don't agree that Dear Esther tells a great story, but I think reviewer Maxwell McGee hit truth when he noted in his review of the title: "video games allow for pacing and discovery that would be impossible to reproduce elsewhere." You can ignore the medium and take the straight visual-novel approach detailed above, but you're missing out on storytelling avenues interactivity affords you. The secondary problems are ones that involve underdeveloped tastes and a misunderstanding of proper execution: Great Novel stories aren't the only ones worth telling, and the Great Novel approach isn't always the best one for a given tale.

Resident Evil's plot, for example, is very standard straight zombie horror (and no one needs to mention the voice acting), but the "Itchy. Tasty." diary is a killer piece of storytelling. The diary is written in prose that's sparse, direct, and pedestrian—decidedly not what anyone thinks of as "great writing," but it'd actually hurt the story if the diary were more elaborately penned. The simple account derives its power from its prosaic everyman perspective - the author unwittingly detailing his loss of humanity, and how horrific events unfold around him in contrast to (or, really, as part of) the mundanity of his working environment: first, he's seething over coworkers who cheat at cards; then, the dogs he's paid to watch are strangely quiet; next, his best friend is waking him up in the middle of the night and telling him to put on a "space suit," and then he's uncomprehendingly watching blobs of his own flesh fall off his arm as he scratches it. The events are scarier because the character doesn't know the significance of what's happening to him; if he had been a more educated or knowledgable character, his story wouldn't have worked. The method by which the player initiates this tale - how it's nothing more than a diary hidden in the corner of an ordinary room, and the player just happens upon this big scare unannounced, in the course of routine investigation, also underlines the horror in a commonplace environment and the virtues of self-pacing & discovery McGee mentioned - as does how the narrative is preceded by you having to execute the diary's owner, who first appears as just another zombie. But then, every zombie here was a living, thinking individual before they turned, weren't they.

For another example, Neopets thingamabob Flight Rising has no plot, but the writers put a great amount of effort into their 120-charas-per-entry flavor text, and I always check it whenever I get a new item. There, the writing is used to worldbuild and to give the player an additional little reward for playing the game, acquiring items, and expanding their hoard. Gone Home is a game-length examination of how found documents can be used in aggregate to tell a story of a household. Baten Kaitos deserves recognition for its immensely likable playable characters, but it also does smart meta stuff with its themes and the player's perspective on events, to the point where it actually involves her in acting out those themes through her reactions to its plot twists - one of the game's major ideas is the need for forgiveness, and though it never states the parallels outright, the game has you go through your own crisis of trust as you come to terms with your viewpoint character after he betrays you - not just the other cast members, but you the player, who is a character in the game in your own right. Phantasy Star II lets the setting do its talking, revealing the truth about its dystopia in the contrast between the bright, crisp cheery colors of its world and the clinical coldness of your discoveries - the nameless bodies of the once all-powerful "scoundrels" you find in Shure; the floating aborted experiments in the Biosystems lab with their malevolent, glowing glares; the matter-of-fact, blink-and-it's-over horror of the reunion between Darum & Teim.

Then there're the examples of just plain straightforward good writing. Lunar has excellent character writing in Ghaleon. 999 has great character dialogue writing. A Dark Room goes crazy places from the most modest and unassuming of beginnings. Ib is a sweetly-told children's horror romp. Chrono Trigger is a zippy, breezy adventure through time that's loads of fun.

Ironically, a number of the examples of notably bad video game writing that come to mind for me revolve around attempts to take the Great Novel approach. Virtue's Last Reward is a poorly-written game because (among many other reasons, but this is a big one) the writers mistook good writing for a lot of writing, resulting in a poorly-paced narrative that tries the player's patience and insults her intelligence. The new Castlevania games are stupid because they believe a story is automatically quality if it's Grimdark & Serious, and because they have no sense of humor or fun about their material. (The above also applies to Chrono Cross, but Chrono Cross has so much wrong with it storytellingwise that I don't think triage is possible.) It's relatively simple to be impressed into submission by an overstuffed Victorian-novel tack and refuse to be wowed by anything else; it takes a bit of understanding of how stories work - or maybe just enough of an open mind to engage with the media you consume instead of dismissing it out-of-hand due to preconceptions about media & genres - to see brilliance elsewhere.
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indigozeal: (Daniella)


The last Castlevania I played before Circle of the Moon was Harmony of Dissonance - which is convenient, as Dissonance is the next Metroidvania in the series chronologically. Dissonance makes a good point of comparison to Circle of the Moon in other aspects, because they're opposite ends of a spectrum: while Dissonance largely hews to traditional Symphony baroque excess, with its fancy-boy protagonist and bevy of loot and wealth of screen-clearing gee-whiz item crashes & spells, Circle is far more spartan: you will take your standard five Belmont subweapons and traditional Castlevania levels and absolutely minimal story and like it, thank you. Also - crucially - while Dissonance is stupid easy, Circle is stupid hard. I mean STUPID hard.

Part of this has to do with issues in the execution of the classic Castlevania style. For one, Nathan's whip is pixel-thin. It's a wet noodle, and it's hard to target enemies, because your weapon has such a narrow hitbox. For another, Nathan has ridiculous knockback. It's at least half the screen. You can imagine the fun to which this led in Circle's version of the clock tower. It also makes just plain progressing through the castle a huge slog, considering the sheer distance you're sent back (and down, through gaps in platforms) for getting hit; to have such ridiculously overblown punishment for failure is extraordinarily patience-trying. While I respect the game for trying to inject a good helping of toughness back in the franchise, Circle's difficulty isn't...organic, like it is in the best of the level-based games. It's dependent on cheaply unbalanced numbers.

But back to that in a minute. Circle's mission, seemingly, is to marry Symphony of the Night's then-new style of explorative gameplay to the franchise's old-school roots, with a limited moveset and at-times punishing difficulty. I respect the attempt, but I can see why Castlevania ultimately went the other route. The lack of neat stuff in Circle, be it from a mechanical or audiovisual perspective, is a letdown. Loot in Metroidvanias is a reward for exploration: you see cool stuff and get more neat toys to play around with if you poke around the castle instead of blazing straight through, even if said stuff & toys are ultimately not very useful. In Circle, on the other hand, you'll just get one of three bog-standard (and very meager) stat increases from discovering new areas (through whipping walls, which here yield short secret passages instead of the traditional Belmont wall meat). It's disappointing to find a hidden path, only to be rewarded at the end with another dinky 5-point life/magic/heart pickup.

Now, Circle has a tarot system that should provide for some fun experimentation - you have a series of primary cards and a series of secondary cards that you get from random drops, and each combination of primary with secondary yields a different effect - bathing your whip in flame, or changing it into a thorny sword that unleashes a torrent of rose petals with every swing, or giving Nathan immunity against poisoning, etc. You're not told, though, what the effect of each combination is until the character actually makes use of it in-game, and while some of the effects are self-evident (the weapon augmentations, for instance), in some cases, they're not so apparent (with the status immunities, you have to be actually hit by the status-inflicting attack before you're learn you're now immune).

The problem, of course, is the goddamn difficulty. While the tarot effects are neat, you're allowed to activate only one effect at a time. I clung like grim death to the "increase damage by 25%" one, because otherwise, I would've had no chance of surviving in most of the game's areas, particularly later on. Circle has too many overpowered enemies who are ridiculous controller-throwing threats. There's this waterway area populated by knights with ice magic who, when you first encounter them, will take off 9/10 of your health and freeze you long enough to ensure they land that finishing blow - meaning, essentially, that Circle is the first Castlevania to feature an area with all one-hit kills. There's a good number of miniboss-type enemies who have significantly stronger attacks and can't really be run past effectively but who are big health drains to fight. (One of these, in fact, lurks between the next-to-last boss room and the nearest-yet-not-very-nearby save room, ensuring I had to refight that boss at least three times despite defeating him each time because I'd get wrecked post-fight by the miniboss before I could make it back to save.) Then there's this demon miniboss who summons this ice asteroid storm that covers like 75% of the screen (with the remaining 25% broken up into little tiny crevices), which then sweeps across the screen diagonally, making evasion impossible. Combined with the knockback and the falling and everything else, it's just so, so...well, I keep returning to the word ridiculous, but that sums it up; no one on the dev team cared whether or not these threats were survivable.

The easy ("easy") way out of all of the bruising combat is to grind levels. Sometimes, there's nothing else you can do; there were a couple times where I'd run into a new area and discover that I was doing only 1 damage to everything, and final-stage Dracula fight more or less requires you beforehand to go kill grunts for 45 minutes or so. This seems to suggest that I was traveling through the game underleveled, but I'm not a speedrunner by any means - I like to take my time and explore, which usually results in me being overleveled - and I didn't have any inordinate problems with the bosses (the bosses, mind you, not the regular enemies) for three-quarters of the game. Circle is too often just unbalanced. While I can understand that RPG elements are still kind of new to the series and their implementation isn't going to be perfect, the blatant stat walls are aggravating and, taken with the other cheap gameplay mechanics, make the game reek of a certain type of laziness.

The game's artistic aspects gravitate toward being at the very least serviceable but certainly not the focus of the production. In another version of Circle's back-to-basics aesthetic, most of its soundtrack is taken from previous games, which isn't bad - it has a snazzy rendition of "Vampire Killer," a version of "Clockwork" that goes in an interesting, more modern direction, and a couple welcome deep cuts like CV3's "Nightmare" and Bloodlines' "The Sinking Old Sanctuary" (Circle deserves credit for rescuing the latter from obscurity; no one cared about Bloodlines till Portrait of Ruin). I wish the game had more original tunes, though. It does, perhaps, have one of the better-looking end bosses in the form of Xenomorph Rocket Sled Dracula up there, (and, strategywise, even after you beat the grinding game, he does require you to think a bit to figure out how to counter his various moves, which is welcome). Though the game is otherwise wholly visually unremarkable - save for the fact that it gives Dracula a treasury with giant piles of gold coins & jewels & crowns & stuff, which Dissonance, despite having a specific Treasury level, failed to do - I did kind of like its atypical palette of off, muted shades of blue, green, & grey to match its hero. Not that the hero, or anyone else, is remarkable in any other way: the kidnapped-mentor story is, like I said at the start, serviceable in that NES-manual sort of way, but after Symphony and even, God help us, Castlevania 64, we expect a little more in the plot department.

But I expected more in the combat, too, and, welp.
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indigozeal: (pretty)
Just a selection of some of my favorite game box covers. A warning in advance here: LiveJournal's odd formatting and my general ham-handedness when it comes to HTML and working with graphics might lead to some presentation issues when pairing my text with the images. Hopefully, though, the art here speaks for itself.
Cut )
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indigozeal: (Daniella)
I got called on GameFAQs "one articulate rasta." We have a new blog title!

I like this 999 fic for its small scope, choosing to ignore VLR to deal with the aftermath of the first game for a couple of characters in a comfortable (?) slice-of-life vignette. Seeing Snake and Clover portrayed well here makes me even more aggravated that the original creators are going to compound the mistakes of VLR and fuck up Snake as well as his sister when the third installment inevitably gets made.

I'm not familiar with whatever the "YOGSCast" is, and this is another one of the "like, comment, subscribe" LPers - he even has a song at the end of his videos about it. But I've been watching the Cook, Serve, Delicious videos from this Nilesy, and he distinguishes himself by two traits: a) he's very good at just plain talking, and b) he has a relentlessly engaging and positve outlook. Also, he chose to main soup in CSD, of all things. That is hardcore.

The Soul of Dracula is an interesting fan game that poses the question: what if the Castlevania series had descended from the lineage of its arcade incarnation Haunted Castle instead of the NES classic? Like Haunted Castle, the visual style of The Soul of Dracula is grounded in dirt and mud, but it boasts an interesting variety of obstacles and careful level design and has a sharp sense of drama in a few places. That Frankenstein entrance!

Speaking of Castlevania: an examination of Pachislot laziness in recycling old Judgment footage.

I'm not sure it scans, but I applaud the effort: someone used Vocaloid to make a song about Mystic Ark out of one of its battle themes.

I'm not the biggest fan of Lufia II - I thought its story was done way better in the first game's fifteen-minute prologue - but this thread examining a ROM of the prototype is pretty good, if infested with a bit of jerkery and periodic spats over which SFAM emulator is best.

FF5 Amano artwork takes over a train station.

Bad finally, click at your own risk: not happy, but bewildered: I cannot believe someone made a porno DVD of a Flash animation of Nei seducing Eusis/Rolf in 2006.

Good finally: "I just want to play the bowling and the tennis!"
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indigozeal: (Daniella)
Hey, how've you been? I've had a pretty good Easter, in contrast to last Christmas. I burned a copy of the Mystic Ark soundtrack to accompany me on the drive to dinner, and I was in the process struck again by the score's idiosyncratic track names: "Your Eyes Are Always Beautiful When You Fight," "C'mon; Packed with Power, I'm Your Opponent!" and "Greetings; How Are You? With Me, It's Just the Same Old, Same Old, Day in, Day out." The titles often take this familiar, chatty tone toward the characters whose actions are being scored, sometimes written from their perspective as dialogue, which suits the frequent Alice in Wonderland stage-play tone to Mystic Ark's events, as well as the ultimate prominence in the game of a loving, watchful parent figure. (In a slightly different vein, "Your Eyes Are Always Beautiful When You Fight" has always grabbed me as a title, straddling the line between ennobling endearment and fetishistic voyeurism.)

It got me thinking about how track names can be an art all their own:

- Secret of Mana is another game with lengthy track titles: "The Color of the Summer Sky," or "What the Forest Taught Me." Reflections or observations of phenomena - little glimpses of the natural world. Which is appropriate for a game that's all about an appreciative journey through the wonders of nature.

- Motoi Sakuraba's score for Baten Kaitos is, like Mystic Ark's, an OST famous for its slew of alternate track names. "A Tower Built on Sand," like the track itself, is evocative of the illusory, transitory nature of the phantasmic continent Mira in its sand castle imagery - an unusual combination of natural & manmade beauty built on an unstable foundation, here one moment, gone the next.

- No More Heroes names its tracks with inexplicable conglomerations of nouns and modifiers - "Pleather for Breakfast"; "Mach 13 Elephant Explosion" - that nonetheless describe the bizarre fights they score. In a few instances, though, the references escape me; I've investigated multiple times whether "Stop Hanging DJs" is an anagram for something but have come up empty-handed, and I'd still like to know what "Vioectrolysis" means. "The Virgin Child Makes Her Wish Without Feeling Anything" is a long title for a short song, but it matches the grandioseness of the performance and the over-the-top melodrama of the song's events.

- The classic in the department of odd videogame track names is FF8's "Only a Plank Between One and Perdition." It manages to sound poetic without actually communicating a coherent visual metaphor.

- Phantasy Star II had some evocative track names for an early RPG, due perhaps to a character limit on the in-game sound test that allowed only for very short names that were "Engrishy" in their seeming irrelevant abstractness but appropriate anyway. "Violation," for instance, plays in the Esper Mansion and is appropriate for what feels like trespassing into such a still and holy place. "Never Dream" is unsettling, like the infamous ending - not threatening, but adrift, subdued, and vaguely elegiac; a disturbing half-memory from a phantasmal world that lingers with you through the morning.

- The first Silent Hill gives its tracks names with apparent deep significance ("Only You," "Till Death," "Heaven Give Me Say", "Never End, Never End, Never End") that do not correspond at all with the situations they score. That's in line with the game itself, though - a message from an alien frame of reference. This shred of ephemera means something to somebody, but damned if we're going to let you in on what it is.

- The Castlevania series has a rich history of music, but I'd single out "Cross Your Heart" for the title's three levels of imagery: a crucifix held against one's heart (or, as the alternate track title states, "close"); a sworn promise; and the action of crossing oneself in a prayer for divine guidance, or to remain safe - all three of which suit a vampire hunter.
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indigozeal: (poppy)
There's a manga version of Yume Nikki now. Well, it was released as far back as July, but it's news to me, let's put it that way. This seems to be a trend - I'm delighted to discover that Ib is getting a variety of merchandise, and RPG Maker stars The Witch's House, Houchou-san no Uwasa, and Ao Oni all have manga now. (Amazon Japan, as a matter of fact, sent me a targeted ad for the Ao Oni manga a while ago, even though, save for the 999 novels, I haven't ordered anything remotely like it. That's creepier than anything in the game, for my money - Ao Oni has now gained sentience and come looking for me.)

I like this turn of events in general, as it allows people to give the creator of a free game money. I see, though, that the Yume Nikki manga has words, which is all wrong for an adaptation of such a silent, abstract game. Then I got to thinking how Yume Nikki would be great as a Fantasia-esque collection of animated shorts, scored by the 24 Effects CD.

Which got me in turn to thinking about games whose stories might work nicely in other media:

- I'm sure that the number of players required would be prohibitive, but it'd be interesting to try to run one of 999's nonary games via a Dungeons & Dragons-type setting. You'd probably need more than one dungeonmaster for when folks got split up, but 999's story-heaviness and emphasis on group dynamics and decision-making would seem to fit D&D quite well. I also wonder if certain elements of a nonary game could be adapted for a Clue-type boardgame - try to divide players or have them team up at certain points so you can get through a gate and access more of the board, etc.

- Ib might not make for a bad live-action film, were it handled correctly. No schmaltziness, no big, splashy special effects (save for the "town" at the end) - something like Paperhouse that lives in imagination but is removed and subdued enough where there's room for darkness, too.

- It's not like Baten Kaitos doesn't have a good deal of concept art, but so much of its character lies in the lavish beauty of its settings. (I wasn't disappointed when I bought the game's artbook, but I wish it had more on the creation of its physical world.) I'd love to see something like a series of rich landscapes set in various corners of the Baten Kaitos world, with each tableau telling its own little story - something in the vein of what artist Naohisa Inoue did to illusstrate her world of Iblard.

- I know that half of Daventry is taken from old fairy tales anyhow, but the whole King's Quest collection seems like it would make a great kids' book series.

- The score to the first Silent Hill is great driving music; you're really reliving the experience as you go down the road. While not all parts of the game's narrative are conducive to an audio-only presentation, scenes like meeting Dahlia and the confrontation in the Good ending make me wonder if, with a little narration from Harry, the game couldn't be a quite effective audio drama.

- A note on an adaptation that's already happened: Clock Tower: Ghost Head is way better as an audio drama. It's far more effective with the heroine narrating her own psychological break, and the narrative that in the game is fractured and unsatisfying here actually works to the story's advantage - Yuu is, after all, being pulled through a series of Grand Guignol events that she only half-understands.

- On the other end of the spectrum: From its open-coated abulousness to the juvenile grimdark storyline to the awful dialogue to MY WHIP IS MADE OF BLOOD, you can't tell me that '90's comics aren't the natural habitat of the Castlevania: Lords of Shadow series. (Countdown Vampires, meanwhile, actually has a '90's comic book already, but it's too essentially good-natured and, though it talks a good game, ultimately disinterested in attitude to fit the genre.)
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indigozeal: (funny)
During his run of Silent Hill 3, Kyle of Run Button was talking about not using the beef jerky item, with which I haven't bothered much, either. "There's just stuff in games that I don't use," he explains. Me too:

- I never bothered much with FF6's Coliseum besides getting Shadow. Stuff where you have to screw around excessively and sort through your entire item cache to get anything worthwhile never appealed to me.

- Likewise, I never did anything with Mystic Ark's monster-battle sidegame. I never investigated exactly what the rewards were for fooling around with the thing - looking at an FAQ, they seem to be some middling consumables - but using the OHKO option to turn enemy monsters into the Figurines that you need to play the sidegame seemed too chancey, given the track record of RPG OHKO options.

- I never paid much attention to the fashion mechanic in The World Ends with You that boosted your stats if you were wearing on-trend clothes. It would've been interesting, but you never need the stat boosts; even if you play around with the difficulty sliders, The World Ends with You is not a hard game.
TWEwY has a great many good systems, in fact, that you never need to really delve into: the pass-the-puck mechanic where whichever partner has the energy puck in TWEwY's team battles deals more damage, which compounds the more you chain your combos; the bit where food that caters more to a character's individual tastes heals them better; how you can get deals on clothes at various shops the more you come in and talk to the shopkeepers. I actually like all of these ideas - if anything, TWEwY has too many great ideas to fit in one title, which is not a bad problem to have - but you just don't need the help they provide.
I did, however, hate Tin Pin Slammer or whatever it was called in the Japanese version. The board is just so ugly - a glaring problem in such a visually-distinctive game - and the game itself boils down to nothing but flailing about on the touchscreen. I would've liked to have played the "Another Day" AU scenario, but its reliance on Tin Pin killed that idea quickly.
(Back to clothes again, though: I would've bothered with the fashion system more had the character sprites reflected my outfit changes.)

- Casinos. Forfeit Island, Ultima's rock-paper-scissors, twenty-one against Lunar: The Silver Star's Brett - I'll try them once just to play them, but the win-loss ratio never seems to justify the time involved. If I want to play electronic blackjack, I can dig out any old black-and-white LCD keychain from the 80s. I'm here for a different game, dammit. (The only title where I've sunk significant time into gambling is Countdown Vampires, where the gambling was broken to the player's advantage - and in the end, even the time I did put in apparently wasn't enough.)

- Speaking of Lufia, I actually did fool around a good deal in Lufia II's Ancient Cave, but not to the extent most other folks do, getting all the Iris items and whatnot. And the Ancient Cave is one of the richest sidequests out there, truly a full game unto itself, but in the end, I have a story to finish (and I have limited tolerance for Lufia II at the best of times).

- Everyone ooohs and aaahs over playing a protagonist with an assault rifle in a survival horror game, but Eternal Darkness's ranged weapons are so hopelessly inaccurate that I just stuck to melee weapons exclusively.

- The usual dead-weight status-effect spells in RPGs, particularly those like Pig or Toad that promise to incapacitate the enemy at very low levels but have a very low chance of hitting. Why waste a turn that you could use to attack and do some actual damage? (Outside of a game that isn't fundamentally broken like FF2, I mean.)

- Speaking of deadweight spells: I for some reason was compelled in my Sega CD Eternal Blue game to level up everyone's magic equally, regardless of how much I actually used it. This led to Ronfar's dice magic being leveled just as much as, say, Lemina's stuff, despite the fact that I cast it only like twice in the game.

- I never fooled around with Phantasy Star III's technique distribution that much in previous runs - and it's still not that useful overall, since most of PS3's techs either fall under the aforementioned status-effect garbage or are way-underpowered offensive techs - but I'll tell you: changing one healer's grid in the third generation to max out Res and another's to max out Gires really saved on TP. (I have to wonder if similar tinkering could actually make one of the offensive spells useful.)

- I never delved nearly as much as I wanted into Baten Kaitos's item-creation system where you experimented with item cards in battle to fuse new items, but that was in great deal to me misunderstanding the system for a good portion of the game. Also, it's not like I didn't try sometimes, but straights are in general too much of a damn hassle, or at least require too much desk rejiggering, to pull off, at least compared to pairs.

- There was a ton of junk I never used in Earthbound, mainly due to poor game design. There's no reason ever to call for a pizza delivery if the delivery guy won't ever come to a dungeon. There's no reason to keep condiments clogging up inventory to give a piddling 10-HP boost to your healing foods in a game with such chokingly little inventory space. There's no reason to keep most of the game's items, in fact, given that matchbook-sized inventory. A shame.
I also didn't use the teddy-bear dummy party members if I could help it, despite the concept behind them being fundamentally sound, because who wants to see a teddy bear get wrecked?

- Steal commands. I actually made a proper go at using Steal in my FF5 game, but - as with other titles - you just don't get enough back to justify the cost in lost turns.

- Rename cards and the like. I keep my guys with their official names.

- Red Mages and Thieves in the original FF. I was the type who always stuck with the guide's recommendations for party members. Supposedly, this is completely the wrong way to go about the game, though.

- The weak little melee weapons with which you come equipped at the start of the game in most Silent Hills, because come on. I can never find an appropriate juncture to use the ampoules, either - if I'm in distress, it's usually because I'm slowly, gradually being picked apart by a legion of enemies, not being quickly hacked up by just one fight in a relatively short, definable time frame.

- Shields in general, if they mean taking away a weapon from a character. I don't believe I've ever touched an Emel (outside of never-equipped treasure-chest pickups). I know some folks are fond of giving Rune two shields in PSIV and having him rely on TP, but I'm so miserly with TP (I have to save it for the boss) that this wouldn't work for me.

- Also, shields are supposed to be godly in Symphony of the Night with the Shield Rod, but I'd rather be walking up to enemies and whacking them directly than pressing a remote-denotation "kill all enemies" button, if that makes any sense.

- Richter. Fuck Richter and his finicky fighting-game controls and his spastic dashing and his flamboyant tumblesault leaps and backflips halfway across the screen that always land me right in the enemy's clutches. Castlevania's the type of game where you want a handle on where your character is at all times and a solid single-button attack constantly at the ready.
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indigozeal: (nemesis)



My experience of Simon’s Quest benefited from my playing it as a kid; it didn’t bother me that the Deborah Cliff puzzle was impenetrable, because at that age, every game was impenetrable. I was left with the game’s grim atmosphere, which Simon’s Quest does more to establish for the series than any other early installment: Simon’s…well, journey leads him through forests of barren, twisted trees, lonely villages built like cold stone forts, grassless cliffs and graveyards, and jagged mountains severe and impenetrable. It’s all very stark in its 8-bit simplicity; nature, in a change from Castlevania's usual house-bound titles, is your only real companion in this land, but even nature itself is cursed and dying.

It’s no surprise, then, that most work inspired by Simon’s Quest is distinctly autumnal. Of greatest recent note is the in-progress attempt at a remake by LegsHandsHead, with illustrations that look like old woodcuts. But a longtime resident of my mp3 folder is remixer Jake Kaufman’s “What a Horrible Night to Have a Curse,” a chamber-music rendition of “The Silence of Daylight.” It’s based on a simple idea - play the composition with actual strings - but it really brings out the beauty in the piece; it’s like how they say attractive people look best in classic clothes. The rich timbre of the chamber strings readily identifies itself with the leaner, more solemn months, as does the strident severity of the bowwork - which also invokes the purposefulness of a grim quest. But the great benefit of “Curse“‘s straightforward approach is how its showcases the sheer satisfying energy of the melody. Stripping the best Castlevania music of its electronic fanfare seems only to remind listeners of how good these tunes are compositionally.

The original "The Silence of Daylight", the town theme of Simon’s Quest, opens relatively quietly and swells to a certain menace later on, but the unease in it never really either overwhelms the piece or resolves itself; it’s a constant presence, a reminder of the unforgiving landscape and Simon’s precarious, accursed situation even in what in a videogame is supposed to be a safe haven. “Curse” wraps that cool hostility up in a big, beautiful, classical bow, a synthesis between horror and artistry that marks the Castlevania series at its best.
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indigozeal: (Daniella)
After tackling the entire Sonic library, cousins Keith & Kyle of Run Button have begun a quest to play all the Mario games. Highlights thus far: a sweater-making title; a story during a 25-minute final battle with Wart about, of all people, Vladimir Putin; and a jaw-dropping adaptation of the original game for Japanese PCs. ("Did they sell this?!" "They sold this. --For people." "For PEOPLE?!?")

You can tell from the name of my FF7 tag what I think of the game, but these are legitimately awesome. I almost want to buy a Sephiroth one.

Eastern Mind can be a difficult read; it's not pretentious, as the fellow means every word he says and is honest in his appreciation of artists, but dude's word choice and verbosity can get in the way of communicating his ideas at times. He's inarguably a scholar, though, and provides glimpses into intriguing, sideways Japanese titles that didn't make their way across the Pacific: Yuuyami Doori, a horror title where three childhood friends (and a dog) navigate elementary-school politics to solve local hauntings; Mizzurna Falls, a seeming forerunner to Deadly Premonition from the makers of Clock Tower; Marusa no Onna, an adventure game based on a movie about a middle-aged tax collector... I especially enjoy his "Standard Reception" posts, where the author uses batches of videogames he's newly bought to run rapid-fire through his memories of various systems and eras.

I did not expect a good short POV Clock Tower fic on fanfiction.net centered on Bobby, of all people. Or one on Kay. It's a bit unnuanced, but that's OK; I like its slice-of-life feel.

I like the sprite work on this hack that lets you play as Zelda in the original game, and the idea of zodiac-shaped dungeons piques my interest. I might have to give it a go. (But I still, over 25 years later, haven't finished the original's second quest yet!)

Neat old-school RE shirt. (I like how we're now defaulting to the movie for how the T-virus canisters look.) I also love this Silent Hill 2 shirt but doubt I could pull it off. It's sold out, anyhow. This company seems to have a bad habit of not doing reprints.

Kimimi's Stuff posts rare screenshots, movies, and manual/book scans from the 16- and 32-bit-era, daily images of Saturn games, and media on gorgeous titles (or at least titles with gorgeous promo art) from the unexplored but fascinating nascent Chinese videogame production market.

You've probably seen/heard this particularly "Bloody Tears"...arrangement already, but it's still top-drawer.
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indigozeal: (Daniella)
- I've never finished a Mega Man legit. I got to the end of the first one with a Game Genie, but that's it. As I think I've mentioned before, I usually peter out midway through the Wily stages.
- I've played only Ultima III and IV on the NES. I haven't played any of the games in their native PC versions. (I understand that 1-3 are considered optional backstory at this point due to early game design, but having no knowledge of 5-7 is frustrating. Also: I still haven't dove into Martian Worlds.)
- I haven't played any King's Quests beyond III. I also don't think I've played any LucasArts graphic adventure besides the NES version of Maniac Mansion. (Though I do own Loom, The Dig, and both of the original Indiana Jones games on Steam, at least.)
- I have considerable gaps in my Final Fantasy knowledge; I'd like at least to get down III (original NES version), V (only 16-bit installment I haven't played), and X (distinctive world design; I liked that they focused on a specific island culture instead of a generalized ice land-fire land-karate town etc. design).
- On the other side of the coin, I haven't played any Dragon Quest but the first one. I'm not too concerned about this overall, as the core series combat mechanics feel rather stiff, but I'd like to get down at least IV and IX.
- No Resident Evils but the first one. I'd really like to tackle 2.
- I have Baten Kaitos but haven't started it yet. It's generally held in low esteem, but what I've seen of its iridescent town graphics compose some of the most beautiful videogame graphics I've ever seen.
- No original Castlevania or Castlevania IV.
- I haven't played Ocarina of Time or ever beaten the second quest of the original Zelda. I also have a save file on a Zelda II GBA cart that's stalled at the Great Palace (though I've beaten Zelda II before, on NES - though not before breaking off part of the cartridge cover in frustration).
- Others: Super Metroid. Seiken Densetsu 3. Legend of Mana really isn't that big of a miss, but I'd like to sightsee. Ditto Startropics.
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indigozeal: (Daniella)
I was delaying posting this until I finished my reaction posts for the first half of Silent Hill 4. I'm not going to get back to that game in the next couple weeks, though, and I'd rather do one unbroken stream of commentary for it - so heck with it; let's get this out the door and take an accounting of the games I played in 2012.


Beaten:
Neo Angelique, PSP ("be an ordinary Aube Hunter" ending)
Castlevania: Symphony of the Night, PSP via Dracula X Chronicles
9 Hours, 9 Persons, 9 Doors, DS
Glory of Heracles, DS
Silent Hill, PSP via PSOne Classics
Mystic Ark, Super Famicom (via emulator)
Earthbound, SNES (via emulator)
Ib, PC (RPGMaker title)
Eternal Darkness, Gamecube
Silent Hill 2, Playstation 2
The Lord of the Rings: The Two Towers, Gamecube (finished main campaigns, all three characters; finished Orthanc w/ Gimli & secret character)
Resident Evil, Saturn (finished Jill w/Chris rescued; you gotta give me more notice than that to get Barry out alive, game)
Phantasy Star III, Mega Drive (x4, via emulator & save states - I've given enough to/done my non-assisted time with this game already)

Little stuff:
Slayin', PC (finished as Knight and Mage; end boss keeps killing me as Rogue!)
Home, PC

Played, not finished:
most of the NES Mega Mans, Gamecube compilation - I had part of a separate post all typed up about this, but long story short: I discovered I don't really have the patience anymore for try-try-again platforming bullshit of any stripe. I enjoy the Robot Master stages but lose interest in the Wily levels. I haven't finished a single game, sadly.
Lumines II, PSP
Every Extend Extra, PSP
Metroid, NES - Yeah, about this. I made another go at Metroid this summer and actually made considerable progress over my earlier attempts. I hit a complete wall, though, at Kraid - I must've gone at him an Arino level of times and can't really beat his (frankly ridiculous) pattern. I thought more energy tanks might help (I had three), but I soon learned that to find the other energy tanks in Metroid, you have to shoot walls. All the walls. Every inch of all the walls - and there's nothing that differentiates wall sections that might hold items from those that don't. I mean, there're 100 to 1000 wall tiles per room, and I've uncovered about 60 rooms to date. I could look up the answers - but I've uncovered so much on my own that I feel (stupidly, I know) that resorting to an FAQ at this point would be giving up, even though the game is patently unfair. So I'm at an impasse where I'm too stubborn to get help but won't progress on my own. Bah.
Innocent Life: A Futuristic Harvest Moon, PSP
Girl's Garden, SG-1000 (but you can never finish this)
Silent Hill 4: The Room, PS2



Best: Silent Hill 2 by a wide mile.
Symphony of the Night is a good runner-up. Honorable mention goes to Ib, a neat small game with strong art design that does a lot in its limited space.

Worst: Objectively, it's probably Phantasy Star III, but I knew all about that going in. And at least it's trying. In some parts. Kind of. Earthbound, on the other hand, was an aggravating and frustrating play experience that didn't deliver on its vaunted charm and humor and had open contempt for the player. Second was Glory of Heracles, a big "why bother?".

Surprisingly Good: Ib takes the cake here, a sprightly little game that's smarter and more elegant that it ever had to be. Girl's Garden also figures in: '80's arcade games weren't supposed to be outright pretty, and "girls' games" weren't supposed to be actually good. On the LP front, I'll steal from the Something Awful thread and note that MODE, an FMV dating/party/conversation sim where the positive/neutral/negative tone of your responses rather than a formal dialogue tree dictates story development, is in the Deadly Premonition framework: a game that arrests your attention with sheer, seemingly-amateur bizarreness but gradually betrays legitimate quality and stimulating originality.

Miscellanea: 999 is very good, compelling and tense with likable characters and great music. That said, it's gotten a Deep Space Nine/Firefly-type fandom that aggressively proselytizes, and its flaws - the pseudoscience; the demand for excessive replays; how the final twist is kind of a leap too far - are shortsold. Eternal Darkness finishes strongly and has some good environments at the end but is rarely scary and kind of stupid for most of its length. I'm making peace with Silent Hill as time goes by, but I'd put in the "interesting curiosity" basket before the "classic"; its attempt at a story hinted at, not directly told, is done miles better by its sequel.

I can't really think of a single moment or place in Home that I can point to as a standout, but its commentary on how the choices available to the player must work to form a coherent narrative deserves recognition.

Great characters: James Sunderland and all his entourage. Angela in particular - despite all her mental scars, it's she who goes to her fate with eyes wide open. The J.D. plotline, what I got to play of it, was done refreshingly well, taking the revelation of J.D.'s true nature and going from there instead of ending with it - examining what it meant for this truly kind person to be an artificial, created being, and how he consequently felt apart and "different" from the rest of society despite all his warmth and good cheer because of it. I didn't finish the game or even get up much past his intervention in the plot, but I can't overlook Silent Hill 4's Walter Sullivan: he who has done the unspeakable, has had the unspeakable done to him, who within himself contains multitudes and paves a bloody trail in his quest for eternal love and safety.

Making room for 999 and its wealth of contradictory descriptors for the best of its cast. Snake: intelligent, given to cheerfully smutty remarks, omnicompetent yet still overconfident, devoted in all humility to his sister. Lotus: a techie, a mom, a coward, a shrewd thinker, a romantic. Clover: At first an innocent ball of genki; later a deep brooder who takes duty and proactivity to impressive lengths. Seven: a consummate professional, a gregarious goof, a physical force, yet more often than not the smartest man in the room.

LP-wise, Dietrich Troy and the revelations about him in the true ending, crystallized in one perfect scene, the one on the bike. (I know supergreatfriend's Spy Fiction LP was from 2011, but I just got into it last year.) Shadows of the Damned's Garcia Hotspur: "I'm a Mexican, Johnson, not a Mexican't." (Yes, I know that line was stolen from a movie, but it fits Hotspur best.) MODE's Mohawk mobster Riel Attaychek is an infuriating conversationalist but a kind of fascinating jerk. He seems to genuinely like people and have a healthy roll-with-the-punches outlook on life but is nonetheless abrasive, self-absorbed, and materialistic, which is an interesting and refreshing choice for a game's Guide to Inner Wisdom.

Great Moments: Silent Hill 2: "I got a letter." The opening walk. Angela on the staircase. "...It's all the same once they're dead!" Mary's ending monologue in the Leave ending. Pretty much everything from rowing across the lake onward.

Ib: The doll room. Eternal Darkness: The final battle. 999: Safe ending: The laugh, and the transformation afterwards. Glory of Heracles, of all games: The death where you learn the truth about the Heracles situation, which I thought was the one graceful note in an empty game.

Silent Hill: The arrival of Kaufmann in the ending, where a tertiary character oversteps the boundaries of his role and changes the entire game, and the jokey end credits. Silent Hill 4: Looking out the peephole during Apartment World, which signals a drastic change in Henry's participation in the narrative. Look into the abyss...etc.

LP greatness: Spy Fiction: The scene on the motorbike, and the ending revelation/confrontation. Shadows of the Damned: I'm not sure this falls into greatness, but I was stricken by the backstory of the songstress Justine, who remolds herself through supreme force of will in response to social mores that aren't even there. It's tragedy and triumph all at the same time, and I'm still not sure what to make of it - except that it's very Suda. MODE: Again, not sure if it's great, but learning what the DOMEs did in the second MODE stream was memorable, and participating in SGF's stream itself was great.

Great places: The Myst-like outside of Silent Hill 4's water prison. Ib's art gallery, and the style of the "town" near the end. Silent Hill 2's fog-covered walk and last location. Mystic Ark's still and silent Myst-like hub island, and its awesome world 6. (Lotta Myst goin' around, but there're far worse visual references.)

Great music: Well, nothing's going to top this.

Most fun: Knocking down ladders atop the Hornburg in Helm's Deep in The Two Towers. Running back 'n' forth poppin' enemies with your little pixel sword in Slayin'. Swinging the sparkly Jewel Sword, or happening across the Valmanway and wondering "what's this?" just before you activate your Win Button in Symphony of the Night. Taking out enemies with one whack of Silent Hill's mighty emergency hammer, particularly after all the skin-of-your-teeth fighting in the first half of the game. Executing spell overkills in Glory of Heracles and getting back more MP than you doled out for it. Dropping blocks to "Regret" or "Black Tambourine" in Lumines II. Romping around collecting purty flowers in Girl's Garden. Navigating Ib - the neat visual puzzles, what artworks you'd encounter next, combined with frequent save points, made playing a delight.

Lessons learned: I am always right and should not second-guess myself when I've decided it's time to cut my losses from a title. Earthbound.

That's it for 2012! Will 2013 be even better? (Spoilers: ehhh.)
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indigozeal: (bruno)
The music is lackluster; the save rooms are far between and in really odd locations; you visit the castle's treasury - Count Dracula's treasury - but it's a grim cinder block as opulate and ornate as the county jail and completely devoid of Scrooge McDuck piles of gold coins or any sort of jewel-encrusting; Juste is way way overpowered with the magic "fuck you" Hydro Storm powers he has nearly right off the bat, and though you're encouraged to play around with different combinations of spells and subweapons, if Ice Bible can cause Valmanway-scale collateral damage, why would I really try anything else, thank you; toggling between your subweapon and your subweapon spell dearly needs to be assigned to a button rather than the menu screen; the bosses stick to "I'll just stand over here and occasionally spit stuff at you" tactics or, if the designers want to go for challenge, "I'll just unavoidably run into you" tactics; I'm only three hours in - not even three hours in; more like 2:30 - and already 60% of my way through the castle; though I'm not as schooled in Castlevania as the folks on the 1up boards who assiduously dissect these things, man, even I can tell this is lazy, boring copypaste level design. Also, they gave us a Hundred-Hand Slap subweapon, but it is weak as fuck.

Additionally, I'm currently stuck, and the cart's previous owner abandoned his or her game at nearly exactly at the point where I am now. Our castle completion rates are a single tenth of a percentage off. This does not bode well.

But the backdrops, while generally sedate palettewise, do often betray a good deal of detail and care, and for all the grief he gets, Juste seems to be a genuinely nice fellow.
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indigozeal: (Daniella)


The original “Iron Blue Intention” strikes me as a very divided composition. I’d pin the issue on a main line that’s remarkably fragile, rendered by a delicate synth reminiscent of a harpsichord - an instrument never really meant to hold the center of an orchestral composition, particularly those as frenetic and momentum-driven as Castlevania’s. It never really establishes itself; the intro goes up and up without forming a complete musical idea - certainly not before that backbeat kicks in, which has an unusual rhythm, is out of step with (and sometimes louder than) the other half of the piece, and threatens to usurp the main line’s proper dominance. The “harpsichord” does gather steam, and its urgency is an intriguing counterpoint to its elegance, but it gets out of breath, so to speak, as the composition winds up/down, sounding like my grandmother’s old hatchback going into 4th gear up a hill at the end. “Iron Blue Intention” has an insidious charm to it, but it certainly seems odd in its initial milieu in Bloodlines, an old German munitions factory made of I-beams and chainlink, and it’s hard to believe it was originally intended as a character theme - character themes by definition are meant to signal a strong, distinctive presence, and “Intention” doesn’t communicate a single, unified idea.

The Judgment remix deals with that problem by a simple solution: everything in the composition is in full force behind the main melody. Only a few very soft notes in the recesses of the music remain of the backbeat. The instrumentation is a complete about-face into strident brass and drums. The result is a tonal 180; while the original is creeping, decrepit, this version of “Intention” is outright martial. Though its underlying concept is simple, it’s a strange arrangement for being so at odds with the source material (and, indeed, outright chops out one-half of it). It’s an intriguing example, though, of how sometimes going in the completely opposite direction with a problem piece can bring out its strengths. The assertiveness of the brass gives the intro an impressive nimbleness, while its self-confidence takes over for the harpsichord in lending “Intention” an aristocratic air. And there’s a fierce momentum to the piece now; once it gets to the hatchback part, it has enough steam to sound like the culmination of a frenzy, of a hard-fought military campaign, rather than a show of weakness. It’s a joy to hear - the joy of a sound composition allowed to bust free and reach its full potential.

By the way, I’ve never understood how Eric’s Judgment costume has come to be considered that game’s ultimate insult (instead of, say, poor Grant’s). If you’ve been a valkyrie and a cowboy, then Blue Boy (or Largely Charcoal Boy) really isn’t much of a stretch.
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indigozeal: (bruno)
SH fanartist kirureshio limits their palette to a few intense colors (mainly black and red) and works more in shadows and mad splashes and strokes instead of line art, but at their best - such as this work of Angela or these in the middle of Harry in town or James poised to jump or with their frequent muse Walter Sullivan - their work is truly illustrative, evocative and steeped in emotion like the series itself at its best. I also like the artist's propensity for providing a score for their work, or a quotation they feel is apt.

This is the best synopsis of the first part of 999. (That said, if we all get through SGF's weekly stream of the game without any of the folks who dearly dearly want to spoil the ending of the game spilling the beans, it will be a goddamn miracle.)

(SH2 spoiler warning on the first one here:) These are never not hilarious. CYBLL HLP FILE A RPEOTRT

I'm hesitant to classify this wholeheartedly as something that made me happy - it's rife with lad humor and I made it only about ten minutes in - but it's intriguing to note the existence of this Let's Play of Hugo 2: Whodunit? by Yahtzee Croshaw & friend. The Hugo games, despite their bedroom-programmer pasticheness, were standards of the days that you could do your videogame shopping at grocery stores and their shareware racks, and it's interesting that they found their way halfway aroudn the world to the guy who made 5 Days a Stranger et al. as well. (I kind of have a soft spot for Hugo 2 and its bright primaries and incoherent manor-house mystery, despite its MS Paint backdrops and aggravating puzzles.)

I'm sad to report that Run Button's Silent Hill 2 LP concluded in a passive-aggressive vein after several tech problems and our heroes getting seriously bogged down at the hospital. But they gave us the best apartment fight with Pyramid Head and made epic use of the Great Knife in the last portions of the game, and for that they must be saluted.

For all the grief I give Gamespite, their stage-by-stage retrospective of Castlevania III is actually damn intriguing. (I was a big Sypha fan in the day and I never knew she was that powerful. I finished the game by cheesing the final boss with Alucard's weak projectiles, actually.)

As introduced by Arthur Wolfe, Countdown Vampires, with its one-handed-shotgun-racking, tribal-tattoo-sporting protagonist who puts RE3 Jill Valentine to shame in terms of wardrobe impracticality, is a thing of beauty. So much so that I ordered the game shortly after seeing the LP. It arrived today! But more on that later.

ETA: STEELSTRINGS! STEELSTRINGS IF YOU ARE READING THIS WHY DID YOU NOT INFORM ME THAT THERE IS NOW LATONA FANART ON THE INTERNET

SHE LOOKS AWESOME AND FLAWLESS AND HER EXPRESSION IS PERFECT

THIS IS EVEN BETTER THAN COUNTDOWN VAMPIRES

indigozeal: (Daniella)
LJ doesn't allow crossposting anymore, so this is a repost of the books I read for the 50bookchallenge community, with short linked reviews, bests & worsts, etc.

1. Planet Narnia, Michael Ward: While Ward's thesis that each of the Narnia books purposefully reflects the medieval conception of one of the classical planets is intriguing, it's too hit-and-miss, too oddly structured, and way too riddled with apophenia to make its full impact.
2. "The Winter's Tale", Shakespeare: The next time someone tells you that "The Taming of the Shrew" was just meant ironically and was not intended as a straight take on his views of marriage, remind him that he wrote a play in which you're expected to root for a murderous king to get back the wife and child he tried, with precious little dramatic instigation, to put to death; also, that said play was thinly-drawn, tone-deaf, and dramatically lightweight.
3. The Adventures of Sherlock Holmes, Vol. 1 (from A Study in Scarlet up to "The Adventure of the Second Stain"), Arthur Conan Doyle: What can I say that you haven't heard already.
4. Japanese Women: New Feminist Perspectives on the Past, Present, and Future, Kumiko Fujimura-Fanselow, Atsuko Kaneda, et al.: A much-needed and quite enlightening collection of viewpoints by native authors on various aspects of life for women in Japan; would that there were an modern version to shed light on the landscape 15 years later.
5. Alien Hand Syndrome, Alan Bellows et al.: Focuses a bit much on the more nauseating tales and doesn't entirely escape the curse of websites for bite-sized reading not translating quite well to print, but still lives up to its source's Damn Interesting moniker and is a good gift for that person who has everything (provided they can handle a bit of college humor).
6. Maskerade, Terry Pratchett: While the material about theater folk is only a little weaker than the author's usual fantasy-to-real-life satire, the book's kind of oddly morally tone-deaf for a Pratchett, and it has the A.I. problem of an ending that thinks it's jubilant but in reality is quite depressing.
7. Under the Sea-Wind, Rachel Carson: A lushly lyrical recounting of an ocean ecosystem through the eyes of a few of its residents, but the sheer thickness of the imagery and poetic prose makes it a bit inaccessible.
8. The Sea Around Us, Rachel Carson: Much of the geology is outdated, but it's intriguing to see here the origins of the pop science tome, clearly structured and with the basics of marine science well-communicated to the layman.
9. Anno Dracula, Kim Newman: "I got you two tickets to that thing you like!", the novel: you can't make a what-if-Dracula-won story out of nothing but pandering and paper-thin, too-clever-by-half references.
10. Snoop: What Your Stuff Says About You, Sam Gosling: What promises to be a fun little lark on the things you can tell about a person from their home & office stuff delivers instead a very shallow overview of the Big Five OCEAN personality traits, with a kind of disturbing failure to grasp the concept of personal space.
11. Thunder Rides a Black Horse, Claire R. Farrer: An overview of the Apache "Changing Woman" ceremony that inspires more unease in me about the role of women in Apache culture than respect.
12. Jewels, Victoria Finlay: A history of a sampling of gemstones, explored through one globetrotting site per gem, that benefits from stronger structure and focus than the author's previous work.
13. Kappa, Ryuunosuke Akutagawa: I wish I had more than headscratching to report from this fanciful tale of an author who visits a society of these legendary Japanese creatures, but, welp.
14. An Upriver Passamaquoddy, Allen Sockabasin: Some interesting material about contemporary Passamaquoddy life, but the amateur writing from a Maine chief inspires a lot a questions it doesn't answer.
15. Watchmen, Alan Moore & Dave Gibbons: Yeah, it's as game-changing and deep as you've heard.
16. The Gift of Fear, Gavin de Becker: Fuck you.
17. The Edge of the Sea, Rachel Carson: This look at ocean ecosystems from Carson, lavishly illustrated with line art by Bob Hines, is perhaps the most conventional of her books on the ocean but still not a bad exploration.
18. Silent Spring, Rachel Carson: Still scary after all these years, and an excellent example of how to take a scientific argument to the public.
19. The Sense of Wonder, Rachel Carson: Short paean to the importance of natural exploration in a child's life; personal, graceful, and a poignant synthesis of beauty with fact.
20. The Mansion in the Mist, John Bellairs: A disappointing young-adult adventure that's more slight than spooky and doesn't due justice to its Edward Gorey cover or the unusual friendship between adventurous boy and tough elderly librarian that I found so charming in The Dark Secret of Weatherend.
21. I'll Be Seeing You, Mary Higgins Clark (abridged audiobook): You're at the hospital, and your own corpse comes in - and thus ends the intriguing material in this wasteful thriller, where no good hook is left unexplored and the heroine's sleuthing has completely no impact on the plot.
22. The Cereal Murders, Diane Mott Davidson: Remember, kids: you can watch movies, but for God's sake, don't think or talk about them: "That kind of smart attitude can lose you some friends."
23. Planet Google, Randall Stross: Uncritical puff piece on Google's self-stated quest to "organize the world's information" (including a lot of your own, whether you want it to or not) is more ominous than heartening, and the author's frequent late-'90's swipes at Microsoft do nothing to distract from the unease.
24. Telling Stories the Kiowa Way, Gus Palmer Jr.: Intriguing exploration of the nuances, interactivity, and untranscribabilty of Kiowa storytelling that's undone a great deal by petty small-mindedness.
25. Trial by Ice: The True Story of Murder and Survival on the 1871 Polaris Expedition, Richard Parry (unabridged audiobook): Tale of murder on an Arctic expedition and the calamitous fallout hundreds of miles from civilization takes a bit to get going but is utterly gripping when it does.
26. Postcards from Tomorrow Square: Reports from China, James Fallows: Surprising and illuminating in parts, I guess (at least the parts where the author isn't banging on about his Presidential speechwriting not being properly credited on Wikipedia), but I wish we weren't still relying on self-absorbed white dudes to tell us about the ~mysterious, unfathomable Orient.~
27. Sailing Alone Around the World, Joshua Slocum (unabridged audiobook): A surprisingly personal account of what it says on the tin, and chummy, sunny reader Nelson Runger takes much of the edge off the account's archaic qualities.
28. Travels with Charley, John Steinbeck (unabridged audiobook): John Steinbeck single-handedly wins the civil rights movement by mildly telling off a racist hitchhiker; also, the sky is falling because America is becoming too sanitized, part 1,000/infinity.
29. Under the Tuscan Sun, Frances Mayes: A tale of learning to live in the rhythms of nature that overflows with lush prose and is one of the most sheerly beautiful books I've read - and nothing like a rom-com.
30. When Things Fall Apart, Pema Chodron: Uncomfortably vindictive and enamored with suffering for a Buddhist work, particular for one supposedly about how to recover from grief and loss.
31. The Job, Douglas Kennedy (abridged audiobook): Would-be Grisham knockoff that forgets to have a plot until the book's three-quarters over, additionally hobbled by a protagonist with an extraordinarily bad sense of decision-making.
32. Glock: The Rise of America's Gun, Paul Barrett: Insightful enough in revealing how Glock leveraged a savvy PR strategy unique in the industry to market dominance, and provides a side of corporate intrigue that's satisfyingly venal and honorless, but too fanboyishly enamored with the raw power of firearms to tackle the big questions of gun ownership it unwisely decides to settle Once and for All.
33. Japanese Religious Traditions, Michiko Yusa: Slim but efficient primer on Japanese religion with enough flavor to bring the subject to life.
34. The Heart of the Buddha's Teaching, Thich Naht Hanh: Warm & heartfelt primer on Buddhism that's a bit overwhelmingly dense and might run down too many concepts too quickly for beginners.
35. The Seven-Per-Cent Solution, Nicholas Meyer: Killer premise - what if Dr. Watson had to use Sherlock Holmes' own tools of ratiocination against him to save him from cocaine addiction? - that tragically turns into the dreariest of self-insert fanfics a third of the way through.
36. Why We Make Mistakes, Joseph T. Hallinan: Attractive test layout; forgettable and unilluminating contents.
37. Imagine: How Creativity Works, Jonah Lehrer: Intriguing look at the factors that supposedly foster creativity through a handful of well-known case studies (Bob Dylan, Pixar); I don't agree with all of Lehrer's conclusions, but the material is fresh and genuinely challenging.
38. Flourish, Martin Seligman: I think Seligman's genuinely onto something in this enhortation for everyday proactivity in one's search for happiness, but his argument is weirdly childish and snake oil-slick at times.
39. The Adventures of Sherlock Holmes, Vol. 2 (from The Hound of the Baskervilles to The Case-Book of Sherlock Holmes), Arthur Conan Doyle: Yeah, there're still some classic tales here and The Hound of the Baskervilles ain't bad, but Doyle's quality control kind of wandered off for the last couple collections, didn't it.
40. The Dark Half, Stephen King: Ably written but far more ashcan than scary.
41. Round Ireland with a Fridge, Tony Hawks: Hey, sorry, I got drunk and passed out; was I supposed to do something interesting for this book I'm writing?
42. Bella Tuscany, Frances Mayes: Falls into the trap avoided by its predecessor Under the Tuscan Sun of being a celebration of wealth and privilege rather than a celebration of nature and country living.
43. Impaired, Gaia Faye: Post-bad-end Silent Hill 4 fic that suffers from an unsatisfactory finish and lack of agency for the protag but has admirable ambition and good character moments. (Note for this journal: As is addressed in the linked review: Yes, I'm including a book-long SH4 fic in my reading list. If The Gift of Fear gets on, there's no excuse for this not to get on, too.)
44. How the Irish Saved Civilization, Thomas Cahill: Infantilizes the Irish instead of lauding them, and is far more interested in the Romans and St. Patrick than its premise; poorly paced and disingenuously argued.
45. Nemesis, Agatha Christie: Meh Miss Marple missing memorable moments.
46. Worlds of Power: Castlevania II: Simon's Quest, F. X. Nine: Remember: "They are all Draculas."
47. Some Good Will Boys, G. W. Hinckley: Turn-of-the-century collection of supposedly true stories of orphans at a outdoors-camp-slash-reform-school that seems both suspiciously scripted and lacking in a coherent point.
48. Wooden Leg: A Warrior Who Fought Custer, Wooden Leg: Excellent first-hand account of the Battle of Little Big Horn and Cheyenne life before and after reservation internment, written by the eponymous warrior, from an eminently readable and relatable first-hand perspective.
49. Water Shows the Hidden Heart, Roma Ryan: Allegorical odyssey through the stages of grieving by Enya's lyricist that boasts some evocative imagery but is raw, self-indulgent, and, at points, shallow.
50. Alphonse Mucha: Masterworks, Rosalind Ormiston: Collection of Mucha art with a surprisingly lengthy biography and exegesis of his works that could've used a bit less repetition and more insight in the latter portion of the proceedings.

Best books this year:

1. Wooden Leg: A Warrior Who Fought Custer, Wooden Leg: I wish more history were this personal, readable, and plain-spoken. The everyman's view of events at Custer's Last Stand (and before, and after) really give you insight into how the decisions were made that led to the event - on both the Indian and the U.S. sides.
2. The Sense of Wonder, Rachel Carson: Beautiful marriage of both Carson's ability to make science approachable to the layman and her capacity to craft lyrical prose, coalescing into a short but extremely effective and poignant paean.
3. The Adventures of Sherlock Holmes, Vol. 1 (from A Study in Scarlet up to "The Adventure of the Second Stain"), Arthur Conan Doyle: But you knew about this.
4. Watchmen, Alan Moore & Dave Gibbons: You knew about this, too.
5. Under the Tuscan Sun, Frances Mayes: Surprisingly rich and celebrant, with gorgeous prose; nothing like a rom-com. (But the sequel is problematic.)

Worst books:

1. The Gift of Fear, Gavin de Becker: Truly vile rape apologia under the guise of empowerment, prefaced with one of the most blatantly evil acts to which I've been witness in a book. I don't care how many friends or bloggers have recommended this book to you: stay far, far away.
2. Anno Dracula, Kim Newman: A thin and often howlingly dumb Mary Sue fanfic with the author trying his clumsy best to name-check every vampire and Victorian intellectual property in creation, to absolutely no positive effect.
3. How the Irish Saved Civilization, Thomas Cahill: Doesn't address its ostensible premise until 2/3 of the way through, and then dwells on it for only half a chapter; spends most of its length into detours on the author's pet subjects; fails to inform the reader on the big picture regarding ; insults the very people it was purported to honor. An example from several angles on how not to write history.

I also don't know where to rank this, but though I don't feel When Things Fall Apart was written necessarily with malice in mind, it came across to me as a singularly nasty book, obsessed with demeaning the individual and with the only answer to suffering being more suffering. It's not Gift of Fear-level bad, certainly, but it was Up There in my list of unpleasant reading experiences.

Pleasant Surprises: Japanese Women was a much-needed exploration of right from the horses' mouths; would that there was a up-to-date version. Jewels had a few ugly moments but found its author more aware, on point, and genuinely informative than in her initial outing. Trial by Ice was a gripping and well-spun narrative of survival in the face of sabotage by human pettiness and stupidity.

Disappointments: Planet Narnia has an interesting theory but needs a better-organized, less apophenic author to argue it. Masquerade lacks confidence in its lead character and as a result finds its way to an unsatisfying ending. The Mansion in the Mist was a sedate letdown after reading its predecessor, a spooky kids' adventure hinged on an intriguing friendship.
Single biggest disappointment: The Seven-Per-Cent Solution had a smashing premise explored really well for the first third of the book, then was tossed aside for derivative self-insert fanfic that existed to debase the character of Sherlock Holmes. WTF, man.

Weird: Water Shows the Hidden Heart, with a lyricist trying to make a novel wholly out of imagery. An intriguing concept, but not one this particular author could sustain at full length, and the book as a whole seemed vanity-press raw. Kappa, for being Kappa.

Best quotes: When we confronted with life's difficulties, let us remember the immortal words of Worlds of Power: Castlevania II: Simon's Quest: "They are all Draculas."

Milestones: Finally read a Stephen King book; read through Sherlock Holmes. Finished the 50-book challenge, yay!

Dismal Percentages: Books by female authors: 18/50, or 36%. Books by nonwhite authors: 7/50, or 14%.
Number of times I was actively disappointed in a book: 27/50, or 54%.


indigozeal: (startree)
Friends! In accordance with my august reading habits, I have just finished the magnum opus that is Worlds of Power: Castlevania II: Simon's Quest. It is surely a staggering tale of horror, romance, and daring-do!



Chapter 1:

“No you don’t, Count Dracula,” said Simon Belmont, his long blond hair streaming in the night wind. He held up the magical item he had worked so long and hard to obtain. “For I have the power of the Magic Crystal and that is the one—“”
“Timothy!”
Simon Belmont started.
“Timothy Bradley! Are you listening to me?”
Simon dropped the Magic Crystal. It smashed to the floor and burst into a thousand brilliant pieces.
Count Dracula laughed cruelly. “Ah! A vampire has no better ally than a mother!”
He leapt on the boy, and then…


That's...disappointingly clever. I was led to believe this book was massively stupid. And: “Well, mothers never do understand, I suppose,” said Mrs. Bradley. “That’s part of our job." Also: The magical world of Castlevania dissolved around Tim Bradley like twinkling gossamer. That simile's overused and twee, but not stupid, particularly considering the target age cohort.

Tim shook his head as he got up and began digging through a pile of comic books for his prized pair of black leather Reebok shoes. Reeboks were quite a thing back in the day, weren't they? You hardly ever hear of them now.

Standing behind him was a tall, blond-haired man who looked like a superhero from a comic book only with short hair and a vulnerable, perplexed look on his face. But boy, his costume sure wasn’t anything from this century! He wore what looked like hand-made sheep’s wool jacket and trousers with a sackcloth shirt cinched at the waist by a wide leather belt. His black boots were leather as well. He smelled distinctly of garlic. Was this before or after Captain N? The jacket seems a deliberate callback. (Also, Simon goes around wearing a wreath of garlic in this book.)

“Righteous, dude,” said a long-haired guy with leather pants, just coming into the boys’ room. “Aren’t you Metallica or somethin’!”
“No,” said Simon, eyes flashing with dark earnestness. “I’m from Castlevania!”
“Great group, man! Got all your CD’s!”
The guy cruised out of the boys’ room thrashing power cords on his heavy-metal air guitar.
I dunno. I'm beginning to like this book. Simon's kind of a dumb puppy in this.

Tim on being teased at school for being a gamer: "I’m being persecuted for my hobby."

“Dracula. Right. I thought the old popsicle sucker was dead!” Uhhh...

The mystery woman who gives Simon the low-down on the plot in the manual is here named Linda Entwhistle, and she's Simon's now-kidnapped girlfriend who communicates with him telepathically. If this is a reference, it's lost on me.

Tim began jamming stuff into an empty laudry bag. Stuff he was going to need. Like chocolate bars. A Swiss army knife. Chocolate M&M’s. A sweater. Some more Hershey’s Chocolate Bars (semi-sweet, milk, Mr. Goodbar and gosh, don’t forget the one with almonds). It's sad that Mr. Goodbar isn't made with real chocolate anymore. Also, Tim thinks he might lure "E.E." down from space with some Reese's Pieces. I don't know if that's a typo or the transcriber isn't old enough to have seen that movie.

Chapter 5's title is "Dr. Simon and Mr. Dracula," since the Curse in this version is Dracula trying to take over Simon's body.
But Tim manages to forestall him:
You are a silly thing, aren’t you. I shall enjoy hearing you squeal and feeling you squirm when I sink my lovely fangs into your soul!”
“Is that the tooth?” Tim shot back.
“Arrgh!” cried Dracula’s voice. Simon’s body jerked back as though physically struck. “A pun! I abhor puns! If there’s anything I can’t stand more, it’s stupid, silly jokes!”


Chapter 9: There is only one church in the entirety of Castlevania. This seems unwise.

The church does, however, hold white elephant sales, and yes, they call them that. I wonder if they hold baked bean suppers and get together for lutefisk, too.
But what do they sell at Castlevania white elephant church sales? Why, thorn whips, of course! And the Red Crystal. Novel Simon Belmont got his Red Crystal at a garage sale.

Chapter 10: Berkleley Mansion has a backstory here: its previous owner, a baron, went mad and slaughtered his entire family and waitstaff.

“You are the puzzle solver, Timothy.”
“You know, you can call me Tim.”
“Tim. Somehow it doesn’t sound right.”


Chapter 11: In the basement of Berkeley Mansion, behind a holy-waterable wall, lies the antique shop from King's Quest II:

...it seemed to be some sort of room filled with antique chairs, lamps, mirrors, knick-knacks, doo-dads, and whatnots, to say nothing of whatsits!
In the very middle of the room, sitting in a creaky old rocker was a creaky old lady with a very large black cat square in the middle of her ample lap, purring as it was petted.


The proprietor's name is Ezederada Perkins. I'd ask how someone with the surname of "Perkins" came to reside in Romania, but then we'd have to settle the issue of House Belmont, and that'd take enough time for a couple castle resurrections in itself.

Ezederada also uses the expression "hush my puppies." Do they have soul food in Transylvania?

Ezederada (did she just escape Malkil's clutches or something?) is the caretaker of the famously haunted Berkeley Mansion, but it's her job to make it look ramshackle instead of kempt: "I distribute the cobwebs, the dust, and the clutter just so." Again, that's actually kind of clever.

"You clearly think in puns, young man. An unhealthy habit."

In Chapter 12, "Stake Out," Simon & Tim run into the mansion's boss monster, a fishman. In fine Simon's Quest tradition, he's a pushover - he actually doesn't want to fight Simon at all, claiming that it's only the "dumb monsters" who work for Dracula. He introduces himself as "Freddie," which is an instruction-manual joke, and when Tim starts going off about the Freddy in the monster movies at home, Freddie starts explaining that "[a]ll good monsters have there names end with an i-e; all bad ones with a y. Helps keep things straight."

Freddie fills us in that Dracula actually comes from another dimension filled with monsters but prefers Transylvania because "[h]ere, he’s big stuff. Back home, he’s just another creep." Other Dimension is ruled over by "the Master of Death, Thanatos," so I guess the employment situation here is the reverse of that of the games.

Chapter 13: Simon apologizes to a monster before slaying it. Kid Protagonist has a whip, but doesn't quite have the hang of it.

Also, there's this bit of imagery: The wall shimmered like torn sandwich wrap.

Meanwhile, Dracula appears in a visage assembled from discarded bones and skulls. I'm surprised this hasn't been used for a monster in the games.

Chapter 14: A health notice:

Simon had taken Tim aside and told him that maybe he was eating far too many chocolate bars to be good either for his nerves or for his health. Tim had asked him if Simon thought he were his mother, for goodness’ sake, and Simon had said no, but as leader on this quest he felt that he should point these things out.

There's also a visit to "The Ye Olde Anti-Vampire Shoppe": The place looked like an Italian deli, what with all the strings of garlic bulbs stretched around the room.

Shopkeeper: "May I ask, why laurels? They are a symbol of victory, and that seems a long way away, if I may say so?”
“The power of positive thinking!” piped Tim.
Both Castlevanians looked at him as though he were from another dimension.


Chapter 15: In disguise as a local schoolgirl, Dracula tempts Tim with Godiva chocolate truffles (brand name explicit). But Tim is suspicious: What was a girl doing with this stuff?

Chapter 16: Apparently, the lineup of Impaler organs includes a brain. Haven't been keeping close track, but I think they did away with the game's Ring to make room for it.

Chapter 17: Here is the description of Death:

He seemed to be about twenty feet tall, with legs like the trunks of trees, arms with biceps that would make Arnold Schwarzenegger gasp with envy and a chest as thick as a Sherman tank. But it was as much his outfit as his size that made Tim freak out almost totally.
Thanatos looked like a hood straight out of Flatsbush, Brooklyn, in the 1950s, who had made a time stop in the current heavy-metal era for some jewelry.
He wore black leather pants with a black shirt, littered with chains and spangles and other cheap jewelry. He wore the classic black leather motorcycle jacket. On his wrists were leather bracelets with studs.
His face was like a cross between some-thing out a fifties’ horror movie and someone out of a forties’ gangster film. His entire face was broad. His hair was cut flattop style. There was a ring in his nose, making him look much like a bull who’d just stepped off a motorcycle after a high speed dust up with the cops.


Death-come-Arthur Fonzarelli, however, has acquired a Lovecraftian tinge: The mouth opened, and Tim had a glimpse beyond jagged fangs and rotting molars… a glimpse of stars and nebulae, of shadows between planets and worlds being born and worlds dying.

Chapter 19: Tim & Simon pass through a cemetery, where the real danger, we're told, is getting snagged by all the chatty-Cathy dead who want one of the living to listen to all their old stories. They do, however, tell the duo how to get past Deborah Cliff, which is far more intuitive than in the game.

Speaking of which, game hint:

You must kill Thanatos.

That is a lie.

Chapter 22:

Tim to a Dracula complaining about being deracine: “Go somewhere else then.”
“What? Earth? I didn’t fare very well there. Not well at all. That is why I came to Castlevania. Why should I leave?"

So the book is canon in this Castlevania. (Tim's rejoinder to the above, BTW: “Because,” said Tim. “You’re such a jerk!”)


Tim, victorious, prepares to return home, and muses that after confronting Dracula, a fight with the neighborhood bully will be nothing. Simon corrects him with this mythic advice: “They are all Draculas.” I think we can all take this advice forward with us in our lives.

.
indigozeal: (startree)
I perhaps should shy away from including the Castlevania franchise three times in this feature, but its music encompasses some of the most memorable material in game scores. Video Game Music Daily, the site that inspired this mess, had the same problem; look at the size of its "castlevania" cloud tag compared to the others. What's remarkable is how many different composers have contributed cornerstones to the franchise: Ken'ichi Matsubara's "Bloody Tears" to Masanori Oodachi & Soutarou Tojima's "Simon's Theme" to Michiru Yamane's...well, everything. A landscape of mist-veiled mountains and haunted houses just seems to bring out the best in everybody.

Castlevania's music is so strong, in fact, that in recent years the Japanese end of the franchise seems to have been geared primarily to selling soundtracks, with gameplay a secondary consideration. No one can say that Judgment's arrangements of the old standards weren't the best part of that title, and much of Harmony of Despair's DLC consists of BGM. Then we have the Pachislot games, which have nearly no gameplay but manage to generate a soundtrack CD with every release. They still have original compositions, too - and they ain't bad.



That pause screen, yes, I know.

To the music, though, which is a celebration of adventure and excess. It's gothic, yet there's action and momentum. It has a degree of taste - but not enough, mind you, to employ any sort of restraint or tact. There are choirs and electric guitar and near-constant drums - and yet it's not a reckless full-frontal assault; all elements are carefully and effectively employed and balanced, to grand and intoxicating effect. This music wants the listener engaged, exhilarated, and having a great time.

The franchise's recent American adventures seem so frustrating due to their evident laziness - take a scrapped Lord of the Rings title, add some God of War ripoff gameplay, throw some money at Patrick Stewart (without writing anything worthy of an actor of his caliber), and voila. It's the triumph of money over ideas, all calculation and soullessness. While the Japanese division's commitment to producing actual games is certainly lacking, the U.S. folks could still stand well to take a few cues from the Nipponese music, which for a franchise so steeped in decay and death seldom fails to exhibit a boundless joie de vivre.
.
indigozeal: (weird)
We don't have the same perspective on the character - I have a real hard time imagining Ghaleon going "tee-hee" - but this faintly Rackhamesque piece with its snowy palette has an appealing affection to it - it effectively juxtaposes cold with intimacy, solitude with companionship. I'd like to see more of this in this artist's work.

The Phantasy Star games are more setting-driven than character-driven, so it's neat to see an artist turning the lens back to character and giving the core cast redesigns. I like Lutz's momiji sleeves.

Damn. I didn't think there was any "Kokuhaku Suru Kioku" fanart of which I was unaware.

Give this guy his props. He seems to be emoting, though. I'm not sure that would fly with Mr. Townshend. (In other words, Jesus Christ, I need to finish up that Silent Hill 2 retrospective so I can add some background to all the SH4 stuff I'm posting.)

I have no interest in Kingdom Hearts and to my understanding would find the plot impenetrable even if I died, but from what little I can glean, these Wayfinders are kind of a BFF charm for the protagonists of one of the spin-offs. In the hands of this glassworker, they're also gorgeous. (Small - about 3" across - and long in transit, but gorgeous.) There's a Tumblr drawing for a chance at a free one, but heck with that - I took advantage of the weekend sale and ordered up one of my own.

I could do this for hours.
.

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