indigozeal: (Daniella)
Good News: After finishing Vol. 1 of 999 Alterna yesterday, I decided to take a peek at spoilers for the story for Zero Time Dilemma, and...it's ridiculous. And I didn't expect any better, but this particular ridiculousness is so far up its own ass that it's incapable of really affecting anything: a bunch of dead-end time paradoxes that run in place and have no long-term significance for anyone. And I understand that Snake & Clover (& Lotus & Seven) aren't even mentioned. (Even the nightmare scenario of Virtue's Last Reward that features Clover is brushed off as a weird "tangent" universe that doesn't really happen kinda, rendering the second game a pointless diversion.) Which is incredibly negligent from a franchise perspective, but there's a bullet dodged. Plus, there seems to be a bit of dissatisfaction with how the sequel storyline panned out among some fans, so perhaps Zero Time Dilemma will help shuffle itself and Virtue's Last Reward off to irrelevance.

Bad News: Given Zero Time Dilemma's debut on the platform, Aksys announced plans today to release 999 on Steam in a "remastered" format, complete with voice acting. VA work on an established project is always a dicey prospect, of course, since the new voices may not match up what the characters sound like in your head - and I hope the word "remaster" doesn't mean that they're gonna use the sloppy art from the iOS port of the game. My real concern here, though, is that Aksys might feel compelled to redo 999's story & presentation to come in line with its Saw-inspired sequels (and, man, the bloodthirst in Zero Time Dilemma far surpasses even that of VLR - if you needed a close-up of someone bludgeoning a human being seventeen times with a fire extinguisher, then here you go). I'm sure we'll be getting EXTREME CLOSE-UPS of the Ninth Man's death, which was only described in game - and who needs deft, potently creepy prose when an on-screen bloodbath is so much more gratifying?
Plus, there's the prospect of the requisite "clumsy, shoehorned foreshadowing promoting inferior sequels" that's added to modern rereleases of classic titles with disappointing progeny (see: FF4 with After Years, Chrono Trigger with Cross). All told, I can't look forward to the Steam version of 999 becoming the "definitive" edition of the game - as it likely will, since it'll be the most accessible version going forward.

Weird News: When I first saw the Mira character, I noted her marked resemblance to Cynthia Velasquez: confident brunette Latina woman in control of her own sexuality sporting a raspberry top designed to showcase dark underwear. And then I learned that she's...a serial killer who removes her victims' hearts due to mommy issues. Y'know, if you're gonna crib so blatantly from Silent Hill 4, you could at least use your superior components to craft a better story.

ETA What in Blazes News: In looking up a few videos, I have to say: this game looks just awful visually. (Warning: kid, or kid robot, getting shotgunned in the head there.) The character model work is utterly atrocious. Nightcry gets slammed for poor graphics, but it's leaps & bounds beyond this.
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indigozeal: (weird)
Please see the start of Pt. 1 below for warnings.

Read more... )
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indigozeal: (weird)
Everyone's busy with Zero Time Dilemma, so no one cares about 999 right now! Which makes it the perfect time to go on about the novelization of the 999...er, visual novel, 999 Alterna. (The first volume, anyway.) I see bits from the novel have already made it into the wiki, so someone's probably hit most or all of this, but for what it's worth, here're my reactions, as well as stuff I found notable.

NOTE: This document contains omega spoilers throughout for the 999 game, obviously. It also contains a Virtue's Last Reward spoiler in the entry for pg. 207, if anyone cares. (Note: No one should care about this.)

Also: This document has an extended mention of self-harm in it. It's at the pg. 183 entry.

The Vol. 1 synopsis is split into two parts on LJ due to the platform's space constraints. It should be all in one entry on my Tumblr.

Read more... )
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indigozeal: (Daniella)
Zero Time Dilemma, the second sequel to 999, releases tomorrow. I've taken only the most cursory of glances at the promo material, but here's a guess about the plot: There are a couple players that look physically like they could be Ace's son, and given that he ran a pharmaceutical company, and Zero is dressed like a plague doctor, he'd be a good suspect for letting the Radical-6 Happening virus out.

But I don't really care about that. The direction with which the creators chose to go with 999's unnecessary sequel, Virtue's Last Reward, left me very cold: a story that threw in fully with a Saw aesthetic & worldview, that reveled in sadism and a nasty reality-TV glee in seeing how its unlikeable, bloodthirsty cast could be induced to betray and murder each other, even when it was stupidly counter to their own self-interest. Add to that Virtue's brain-dead plot twists - every one gives "my bionic arm is powered by my dead wife's brain" a run for its money - plus its completely misplaced pretentions to moral significance and its deification of a character from the original game who, in this dark future, has become a homicidal ghoul, and the enterprise represented an insult to its precedessor's smaller, more heartfelt story. 999 included just enough horror to maintain an air of tension; it instead rode on a sense of mystery and the player's investment in its characters, a bunch of strangers forced to work together to figure out the riddle of their own abduction. When one member of the group, out of freaked-out desperation, suggests treachery, the act is treated with appropriate weight, as huge and horrible - group survival, not eating each other alive, was the objective. The game treated its characters as people to get to know, not fleshbags to dismember.

But Virtue's Last Reward had a golden-child publisher and a voluminous script, and it's easy in the video game world to mistake lots of writing for good writing, so the title was heaped with praise upon release and even got on some year's-end best-of lists. The latest and supposedly final sequel, Zero Time Dilemma, follows fully in Virtue's footsteps, this time largely abandoning VLR's "death games" premise in favor of baldly instructing the characters to murder one other in order to escape their prison. It's almost comical, in fact, how the game dispenses with any more elaborate mechanism for encouraging the characters to kill each other in its hunger for carnage: "just have 'em take a gun and fuckin' shoot each other; I dunno."

It'd all be much easier to ignore if there weren't incarnations of characters about whom I care wrapped up in this garbage. I've been reading 999 Alterna, the novelization of the...er...visual novel, and it's hit me that Clover & Snake's doting brother-sister relationship is perhaps the element of the story in which I'm most deeply invested. Clover was indeed a participant in the Virtue's Last Reward fiasco, but her appearance there was so far removed from the Clover of 999 - the refreshingly genuine & kiddish but sharp, steely, & loving teenager of the original title vs. the two-dimensional ditzy secret agent who dressed like Pebbles Flintstone into whom Virtue claimed she developed over the course of a single year - that it was easy to separate the two mentally. The absence in Virtue of her defining relationship with her brother greatly helped in that regard. Now, it's been promised (or, rather, threatened) that we'll learn what supposedly happened to Snake in the dystopian future of the sequels - and pulling him in would make the sequels seem more "real" for the characters, so to speak.

Due to their strong relationship, Clover & Snake are frequently taken as a unit, and since Snake is absent from Virtue, nearly everything you see of Clover (and, of course, Snake) is grounded in 999. Now that both will have appeared in the sequels (and considering what they did to Clover, I'm really not looking forward to the hack job in store for her brother), their depictions there will probably take over their popular images. It's the Final Fantasy IV: The After Years problem: everything that will henceforth be produced featuring these characters is going to be touched by their representation in a far inferior product.

It'd be another thing if the sequels were popularly panned and dismissed, but everyone else has gone all-in on their direction being incontrovertibly brilliant - which means, in a way, that both Clover and Snake are going to be replaced soon by these weird copies that don't act like the originals. I'll perhaps be called nuts for saying this, but it makes me feel weirdly sad and, to exacerbate matters, kinda alone in my sadness - like I'll be losing a couple old friends in a couple days. Yeah, I know it's melodramatic, but...well, you do get attached to some of the folks you meet in these games, what can I say.

At least Seven and Lotus are safe. The director doesn't care about them.
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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)
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: (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: (bruno)


Here's an interesting remix case study: where an original composition and its remix are used in the same scenario in two successive installments in a franchise. Both score their title's curtain-raising escape: "Unary Game," a slowly flooding cabin within a ocean liner in 999; "Ambidexterity," a ready-to-plummet elevator in Virtue's Last Reward.

"Unary Game" opts to grab the listener by the lapels immediately, announcing itself with an explosion of frantic energy. The composition alternates between periods of relative stillness dominated by a fast beat and a techno crackle in the background to a melee of wailing horns and techno spaz. The instrumentation includes elements - the pseudo-horns; metallic clanking - that recall the ambient noise of a freighter, emphasizing the danger of the setting in which the hero has found himself. It accurately sets the stage for waking up in a dangerous environment and immediately having to think both calmly and logically and fight for your life.

Its VLR remix, "Ambidexterity," also accompanies a life-or-death scenario, but instead of its forebear's wake-up burst of techno energy, "Ambidexterity" is quiet and controlled - a slow burn. While "Unary Game" alternated frantically between two modes, "Ambidexterity" is dominated and unified by its beat, the lead-in to and a near-constant presence throughout the composition. The beat is far more deliberate and far more at the forefront than that of "Unary Game", pulsing instead of galloping; while various disruptive elements - quick scats; dizzying stretches of synth; a siren taken from "Unary Game" - may enter onto and leave the soundtrack, they're more spaced out, more transient: they provide momentum to the piece but are robbed of power in their relative isolation, and they never gain the upper hand. It's musical code for a setting that's slow to reveal itself - like in "Unary Game," there's a mystery in progress and a threat present, but this environment isn't going to give up its secrets so easily.

The contrasting use of their compositional elements contributes to the other big difference between "Unary Game" and "Ambidexterity": the latter never gives the listener catharsis. Like that elevator threatens to do, "Ambidexterity" just keeps going down and down, slowly building and building, without reaching a climax or outlet for its energy akin to the frenetic patches of the original "Unary Game." It's effective at setting the stage for something bigger, more dangerous and more profound and not as easily resolved. I'm in the minority that doesn't believe Virtue's Last Reward delivers on that promise, but you can't say that composer Shinji Hosoe didn't do his part.
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indigozeal: (Daniella)
- Kim Basinger's name in the U.S. release is pronounced "LAH-deh-kahn." In Japan, they pronounce it "LAID-kahn," double entendre unintended.
- The Baten Kaitos artbook is beautiful, as most anything Baten Kaitos would be, and yet in a couple ways disappointing; while there's a wealth of character and monster art, there's hardly anything on the locations, which in truth is what I really was hoping to see. I wanted something like the extensive color section on Eternal Blue at the front of the Lunar I + II artbook. Plus, there's almost no sooper-sekrit character info. I guess the PS3 chara book with its sexdroid Mieu and illegitimate Children in the Iron Mask of Saiki Sa Riik has spoiled me.
- I at first thought I jumped the gun in buying the V-Jump strat guide with its mini-artbook, as its content and liner notes are almost entirely reproduced in the proper artbook. I'm glad I got the guide now, though, since some of the character illustrations are actually bigger, with the detail more easily visible, in the V-Jump artwork section.
- There are no illustrations of Gibari or Mizuti in the novels. (Well, there's official art of them in the cover flaps that's used elsewhere promotionally, but nothing created expressly for the novel, is what I'm saying.)
- The illustrations for the 999 books seem rather dashed off, with little personality put into the characters (save for June, who is shown an overbearing amount of times being cute, comforting Clover, etc.). I like Kinu Nishimura's work, but I think she's best in more elaborate pieces.
- Did we need an illustration of the goddamn elevator scene?
- Akari Funato's Angelique comic is basically eight pages of Victor and Collet awkwardly looking at each other (in Victorian maid and butler garb, a seeming warm-up for Under the Rose), and yet I wish Angelique romances were handled with this...well "subtlety" suggests there's something deeper being communicated, and beyond "I feel affection toward you I find difficult to express," I don't think there is, but it comes off as more human and relatable than the cutesy-oops antics with which Angelique usually tackles love.
- Amazon Japan has been sending me emails almost every day since I ordered - recommendations for comics; recommendations for games they won't send me; requests to rate my purchases. I probably should rate my purchases, as a few items rated as in just "very good" condition came as absolutely pristine.
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indigozeal: (weird)
I did end up purchasing that passel of books from Amazon Japan through tenso.com's reshipping service. The shipment arrived today, and while shipping was very quick - four days from service payment to delivery - the packaging left a little to be desired. They reuse the same box in which Amazon.com sends your stuff, which is fine, but Tenso didn't quite put my package back together after opening it to check the shipment; the opening on the side was kind of hastily taped up, and the cellophane binding all the books together wasn't replaced or reattached where it'd been peeled away, so one of my Baten Kaitos novels was free to flop around in the box and get its cover folded in half. (The box was also kind of squashed, with another hole on the other side, though that could very well be a postal issue instead of Tenso's fault.) A minor loss, I guess, but it wouldn't have taken much in time or resources to prevent it. All the other books seem OK, though.

I did like how Tenso made the process of arranging for reshipping streamlined and professional, even if their handling of the physical merchandise is a bit lacking. They update you frequently on the status of your package, handle payment & reshipping requests through their website (even if you sometimes have to poke around a bit to find stuff), and give concrete reshipping deadlines depending on your payment date. Ultimately, it cost only about $20 more to get the package than it would have straight from Amazon, but it's a frustrating surcharge nonetheless. I guess Tenso's the only option, though, until Japanese game designers decide to make it legal for those overseas to read about their products.

Short stuff from the books:
- The Illbleed guide has a feature where it asked several staff members to list their favorite horror films, and I don't know why the most assuredly wretched little horror flick The Burning was such a sensation in Japan, but it seems to have been, as multiple folks on Illbleed's staff cited it as a fave. (So has Hifumi Kouno, the man behind Clock Tower.)
- The reasons cited by one Illbleed programmer as to why he liked three successive horror movies: "Nudity." "Nudity." "Tits."
- The 999 novels come in little silver slipcovers - cardboard silver slipcovers, granted, but a nice touch.
- Someone left their Lacus Clyne doujin idol card in one of my Baten Kaitos novels.
- I've spent, like, a minute looking at the Baten Kaitos novels, but from what I can tell, it seems to be one of those affairs where it just takes the dialogue straight from the game and brackets it with descriptive prose instead of expanding on the source material. Not many illustrations, either - about four per novel, of just-OK quality. A pity. (Oddity: the novel seems to be nonlinear, as "Life is so long when you live it..." etc. is actually one of the very first events, whereas the Castle Elnath attack is a good way through book 2. A lot of it must be structured around flashbacks.)
- The X-Files choose-your-own-adventure book based on the first-season episode "Eve," on the other hand, has no illustrations at all. Boo.
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indigozeal: (gerhard)
Barring those original magazine printings of Vheen Hikuusen and that Clock Tower: Ghost Head manga I'll probably never find...

- Illbleed guide. Scans from past Yahoo auctions show it has what I believe is background info on the movie scenarios that make up the game's stages, displayed in the form of movie posters and press kits. Considering how crazy the game itself is, I can only imagine how the background lore is.

- Silent Hill 4 complete guide. There's another, apparently less-complete version of this guide that was released...just a month? before (a trend I just don't get - incomplete guides, I mean; don't spare the spoilers, people, they're what I'm paying you for). Just want to see if it has any more background info.

- The doujinshi anthology Angelique Treasure, detailed here, because while I don't really go in for the official fan-comic books (Angelique has a ton of them), apparently Vheen Hikuusen artist Akari Funato drew a story for this volume, a short piece with Collet & Victor that seems appearance-wise to be an alpha of Under the Rose.

- More Baten Kaitos infatuation: mega expensive artbook, strategy guide that's a partial artbook, comic anthology, novel 1, novel 2.

- 999 novels. A two-parter. Novels of a visual novel. Jokes aside, I'm interested to see how they adapted the branching/parallel storyline.

- Not a guidebook, but there's an issue of the old U.S. game magazine Game Players - here it is - that featured a bunch of 8-page-or-so looks at early Genesis games. I pored over the Phantasy Star II article again and again when I was a kid - it laid out its screenshots not as a strategy guide or linear narrative, just as a series of snapshots of places and people you encountered on the journey, and I fell in love with the world and artstyle. The magazine isn't scanned anywhere that I can tell, and I'd like to read it again.

Now all I need is five hundred extra dollars.
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indigozeal: (gerhard)
I just now realized that the whole bit in the opening about Snake and Clover being siblings yet not looking anything alike was meant to prime you for Santa and June being siblings yet not looking anything alike.
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indigozeal: (Daniella)
- Ghaleon's voice acting, particularly in the Sega CD games. Sardonic, bitter, self-satisfied, exultant, defiant, fiercely intelligent, and, in Eternal Blue, overplaying his affected villain role with hammy glee. XSeed seemed to know what they were up against with recasting a role that had been so definitely performed; I understand (correct me if I'm wrong here) that they recorded their new voice actor reading Truitt's "coming-out party" lines from the Playstation version with a particularly derisive inflection, seeking to tar the original performance with the brush of reflexive homophobia. If that's so, the plan seems to have met with unfortunate success, as nearly every mention of Working Designs Ghaleon I've read post-Harmony bemoans how "flamboyant" and "effeminiate" and other unsubtle code words he was. Fuck those people; Truitt was awesome.

- Popful Mail. I haven't played the original Japanese version, but I imagine the Melrose Place and Donald Trump references weren't present. WD's juvenile pop-culture humor usually makes me grit my teeth, but the game and characters here are so anarchic that it fits right in. The voice actors have such great life and - rare in the medium - chemistry; this is secretly WD's best outing for its voice-acting stable and is its most representative game.

- Zelda II, though everyone knows this already. The original game is quite rough in spots and 2600-esque beepy. (Plus, that roar in the Japanese version for Mazura et al. sounds like an ATV spinning its wheels in the mud.) All the U.S. version's enhancements are appreciated, but the music is worth singling out, and the U.S. title screen with the streaming stars and rich reverb is something special.

- Meanwhile, the Super Mario Bros. 2 we got, cut & paste though it may be, was a huge step up from the SMB2 Japan did - a far better showcase of the NES's technical capabilities as it progressed in its life cycle, and few games have such pick-up-and-play joy.

- Gamers love railing against censorship, but I do think some changes removed distracting & detrimental elements. One of those would be the opening attack on Kim in D2, the more lurid elements of which are obscured in the American version through a shift in camera angle. It's tough to settle down for an atmospheric, quiet tale in the Canadian winter after a graphic oral rape that has little to do with the plot (I'm referring to the nature of the attack, not the attack itself).

- In other Wise Excision news, the porno mag from FF6 inserts a cheap joke into a tragic scene and is not missed in its game's misnumbered U.S. counterpart.

- In the Japanese 999, the characters' code names directly incorporated actual number names; Ace, for example, was "Ichinomiya" ("ichi" being the name for "one"), and Lotus was "Yashiro" ("ya" being the prefix for the counter for "eight"). Unlike English, there are a good number of everyday names in Japanese that incorporate numbers, but codenames that evoke something symbolic of their owner's number seem a more elegant solution. (Besides, Lotus doesn't look like a "Yashiro.")

- The Japanese version of Spy Fiction stars for the most part the same voice actors as the U.S. game but gives them a different script and has them recite their lines in extremely slow intonations that make the characters sound as if they have brain damage. (I presume that this was so they'd be more easily understood by an audience that is still learning English.) Also, Dietrich has no accent in the Japanese version. If your name is "Dietrich" and you dress in military black and silver, you have no business having anything but a German accent straight out of Hogan's Heroes.
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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: (gerhard)
About a year after my initial playthrough, I recently had the opportunity to experience 999 again through supergreatfriend's weekly stream. It helped me appreciate the characters anew, and I did note on this runthrough that the game does drop generous hints about its central plot gimmick through its other bits of pseudoscience, which makes its underlying storyline seem a little (a *little*) less daft and scattershot. It did, though, cement my reservations about the ending being too clever by half in some respects, and though we didn't hit it, the coffin ending is still a big middle finger of hate to the player. It's kind of unfortunate, in a way, that the title's held in such unquestionable high regard; despite its achievements, it has a few significant flaws that should not be encouraged, which the sequel seems to have only compounded.

But that's not why I'm here. Through watching this second run, it occurred to me that there seems to be an optimal path to take through the game's endings in unfolding its plot and mystery, where each successive ending directly builds on the revelations of the previous:Cut )
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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: (weird)
I've been spoiler-searching Virtue's Last Reward and have so far discovered that the plotline features:

- clones
- robots
- robot clones
- terrorists
- viruses
- time travel
- future selves
- past selves
- alternate-dimension selves
- virtual-reality selves
- soul travel
- Mars

It's like an alien happened upon Axe Cop as its first encounter with this thing you humans call "literature" and seized upon it as a model of coherent storytelling.
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indigozeal: (weird)
Overdue, I know. I'm going to be going back and forth between the cuts from spoiler talk to vague non-spoiler talk.

As I said in the music post, at its best, 999 is tense and gripping as hell. I don't have a copy of the original Japanese release, so I don't know if this is a faithful translation of a great original script or if Aksys just made shit up, but it's great shit they made up if they did. The music is excellent, tense and creepy and drawing just the right amount of attention to itself, and the character art is expressive and charming, liberally peppered with little evocative gestures like Lotus's dismissive hand flip or Clover's kiddish, pigtail-bouncing jumps for joy. The characters themselves are the game's big draw, illustrated with anime-inspired vibrance but grounded in real human fragility: Clover's a genki high-school girl, but she has spine and will, deeply loves her brother, and manifests the helpless worry of a genuine child (I don't mean that as a perjorative) when he seems to be in peril. Seven has heart and is direct but is also smart and shrewd, and he really likes people. Lotus has biting sarcasm and a refreshing streak of mercenary, self-serving cowardice but also a brain, curiosity, and a lady's upbringing. They have a lot of dimension for a bunch of would-be corpses in a horror title.

I also liked how the writers went out of their way to include stupid but subtly illustrative lines that served no big purpose but to provide a light, idle moment:

"I just can't bring myself to like the number 4. ...'Cause it's a half-ass number. Not the best or the worst. ...(9) is a way better number. So what if it's last place, right? Least it's not some lameass middle number."

"-- [picking up doll's foot] This is the left foot of the mannequin.
--[girl, earnestly] Do you think I'm better?
--Uh...what?
--Do you think my legs are skinnier?"

The game is also excellent at not tipping its hand in regards to the identities of its villains; the reveals are all the more shocking and chilling because their identities are a true but well-earned and satisfying-plotted surprise. Few moments in horror games are as chilling as the bit in the Safe ending when spoiler )

...But that excellence lasts only up to a point, and here's my first big gripe with the game: The final revelation as to Zero's identity was a bridge too far. When spoiler )

My other giant problem is with the gameplay, and this is where I pick up my narrative from my previous posts.

Yeah, I know the 'spoiler' thing is getting tiresome )

That's right: if you reach the good ending path in 999 too early, you'll be told by the story that you're not ready to see what happens and get a premature game over. You'll then be told you need to start over and take a separate route through the game, then come back once you've finished that path and redo the right route before you'll be allowed to see the ending you rightfully earned.

Imagine if FF4 had done this. You're at the final boss, your party's down and out, when, suddenly, all your past allies - Yang, the twins, even Tellah - come to you in spirit form and give you the energy and hope needed to fight on. The Prologue - the Final Fantasy song - is playing, the battle background is swept up in some kinda starfield-parallax that's awe-inspiring in 1992, Golbez cries "Zeromus! It's the end!", or whatever it is he says in the actually-coherent scripts, and--

--Wait, did you get the Pink Tail? You did get Adamant Armor for every member of your party, didn't you? No? What?! Oh, my! Back to the beginning for you!

Now, would you play through Baron and Mist and the Watery Pass and Damcyan and Mt. Hobs and Fabul and Mysidia and Mt. Ordeals and etc. etc. etc. again to see the ending? Yeah, probably. But a game gets only one chance to seize a great moment; it's never quite the same in reruns. What's particularly frustrating in 999 is that the party actually has all it needs to get past the roadblock, which makes the sudden stop in retrospect a particularly blatant fuck-you.

Only a couple of the text-based choices matter, and only if you're on the path for the best ending; your door choices are the big decider, and they're made largely blind, or are at least illogical enough to be blind. For the first branch: yep ) There's a path if you squint and share the programmers' odd priorities, but the game nearly guarantees that you're gonna have to power through it a few times to figure out what's going on.

Part of the appeal of videogames is that they're an "improved" version of real life. Contrary to our world, there is a plot, your actions have meaning, and you do have a fighting chance of figuring out your current predicament or at least reaching some sort of resolution, even if the game is doing something like bringing your objective into question (No More Heroes, Shadow of the Colossus). In 999, though, I did everything right, and I still had no chance. I ultimately felt like my choices weren't relevant, which is a problem for a visual novel; making choices in a story is kind of the genre's whole thing.

(It's interesting to compare this to my Neo Angelique playthrough, where my choices didn't really matter, or at least had considerable room for error and exploration, until without warning they did very much so and one little slip-up in a very short window - a slip-up of whose nature I'm to this day not even sure - blew my whole game. The genre seems to waver between ending requirements that're so strict they dampen exploration and so obtuse that they're unfathomable - both of which, I suppose, encourage hintbook/artbook sales, a favorable outcome for the manufacturer. The genre's reliance on multiple playthroughs also enables these bad habits; the writers don't feel compelled to provide a satisfying play experience the first time through. I've never seen a genre so committed to playing against its strengths.)

A smaller but significant side problem I had with the denouement: Yeah, that's the end of the non-spoiler info. Overall, I'm glad I played the title; I just wish the visual novel genre would patch these gaping holes in execution. )
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