Noise About Noise
Media, the universe and everything.
Sunday, July 31, 2011
Attention
I like the layout a lot and the options there work well for me.
See you there!
Friday, July 29, 2011
Catherine: Smart and Sexy
Any of my friends can tell you, I'm an enormous fan of the Shin Megami Tensei series. Have been since Nocturne/Lucifer's Call came out (I think I even failed a class or two because of it). They're dark, adult, occult, deeper than most, and have varying themes. I've loved every game since then without exception. It's a love that I don't have for other series. I'm normally the type of person that will probably buy a game used when I get around to it, even if I was looking forward to it. I only just a couple of months ago bought Mass Effect 2 for my PS3, I get every Ratchet & Clank game second hand, despite the fact that they are the best platformers the market has to offer at the moment.
One night, while he's at his usual watering hole, a gorgeous young blonde strikes up a conversation with him and before he knows it he's waking up in his bed with no memory of the night before but the girl from the bar (Catherine) is lying next to him. Thus begins Vincent's journey of guilt, self-sabotage and discovery. The coolest part of it is that they actually manage to make you suffer along-side him; yes, he cheated on his long-time girlfriend and is now two-timing. However, he is constantly trying to set things right but is sabotaged every step of the way by circumstance and his own cowardice.
Each night, Vincent has to make it through a nightmare where he is climbing the same tower. Other people from the real world seem to be showing up in the nightmare world as well (but only men... hm), only in the form of anthropomorphic sheep, with the promise that if they escape and reach the top they will attain "true freedom," but if he dies in the nightmare, he dies in real life. This tower kind of functions like an old arcade platformer. You run along on blocks and can move them around to create stairs and bridges until you get to the goal. Sounds weird, but it's pretty straightforward while still being challenging. Really challenging, actually. Really, really challenging. Catherine is a really fucking challenging game.
I'm never very good at describing what I like/dislike about gameplay but I liked the tower climbing. It was fun and hard. I'm kind of disappointed that the developers are still hanging on to the rpg-by-day, dungeon-crawler-by-night structure but to their credit it's always worked well with the themes. Which, in this case, are guilt and indecision. Everybody involved in the nightmare world is plagued by some form of guilt that makes them stagnate in some form or another. In Vincent's case, it's the fact that he's cheating and doesn't seem to want the same things as his beloved and rather than tackle the issues, he's dancing around them and trying to get his life back to the way it was without moving forward. As you progress you get to see how torn up he is over the ordeal and you really start to feel for him, despite the fact that it was his own doing. He's a guy you can have sympathy for.
On the other hand, it's entirely too short. It didn't have to be RPG-length, but I did expect upwards of 16-20 hours at least. I strolled through it in 12. I was hoping for a little more time to get to know the characters. Also, the story is really well paced up until the last 2-3 hours or so, then it takes a turn for the wonky and speeds by far too quickly. However, as a counterpoint to that, the story is still awesome, if a little weird and a little fast. Thankfully it has some replay value, as it's not just the endings that change, but the tower itself can change depending on how you play during your daytime hours. Plus there are extra game modes once you beat it, but for somebody mainly interested in the story, that doesn't entice me much. Still, the tower is pretty fun so I might get a few extra hours out of it.
Also, while the game mentions a few times that there's no "wrong" way to play and that the morality compass is "order vs chaos," it's merely a thinly veiled attempt at seeming ethically impartial. One option is clearly good and the other is, if not evil then bad or at the very least, mean.
So, with all that said, fun levels will range from okay to awesome but it's something that I hope developers will take note of. I was hooked on the story from start to finish not just because it was cool and entertaining, but because it resonated with me on multiple levels and it even stuck with me and gave me something to think about. I sincerely hope this game gets a lot of attention because it's exactly the sort of thing I have in mind when I defend video games as a legitimate art form.
Is it the Goethe's Faust of video games? Well, probably not (that might actually belong to Silent Hill 2), but there are certainly similarities and it's really paving the way for something like that to come along soon.
Tuesday, June 14, 2011
I Totally Care About Cartoons A Lot, OK?
However, these shows began to disappear. We stopped seeing cross-dressing anthropomorphic characters whose teeth and eyes could fly out of their heads on command. They started getting replaced with kids and teens. Real people with real problems. Of course the real problems are always shallow and insipid because kids can't grasp complicated abstract concepts. It's not even the writing that I care about either, really. There were some great gang-of-kids shows like The weekenders, Rugrats, Doug and Hey Arnold! It's more the concentration on realism. No more noodle arms or magic dogs, these have to look like real teenagers! 6Teen looks like an advertisement for Ardene for Chrissake.
Kid's shows aren't the only thing that isn't safe any more. Cartoons for grown-ups have lost their anarchic twist as well. Every [adult swim] show either badly drawn flash animation or cardboard cutout flash animation. Us late night stoners like visually appealing things as well as stupid humor, you know. Cartoons can do things other mediums can't, and they seriously aren't even trying any more. (Apologies to fans of Futurama, Super Jail, and Adventure Time, which are all awesome and amazing shows.) I feel like I'm an old man yelling at people about how we did it back in "my day," except instead of something important like how hard we worked, or what we did or didn't complain about, it's about how modern cartoons aren't up to par like they were in the old days.
I'm a bit of a cartoon artist and often times my stuff starts to feel stale and boring. If that happens, I'll watch some Ren & Stimpy or Ripping Friends and have a total revelation every time. I heard Kricfalusi tries to never draw the same pose or expression twice and forced his animating team to do the same. It's a great exercise and very telling of his dedication to making things visually appealing and his attitude to cartoons as being something you should push and develop. Almost like a real art form or something.
To him, making cartoons was "To make something look real and alive, nothing can be symmetrical because nothing in real life is symmetrical. You have to make it look organic."
Tuesday, June 7, 2011
Why I Gave A Damn If Video Games Are Art
- The expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power
My next point is half observation, half rebuttal. I'll bring up a decent sized chunk of part of his closing remarks:
"Why are gamers so intensely concerned, anyway, that games be defined as art? Bobby Fischer, Michael Jordan and Dick Butkus never said they thought their games were an art form. Nor did Shi Hua Chen, winner of the $500,000 World Series of Mah Jong in 2009. Why aren't gamers content to play their games and simply enjoy themselves? They have my blessing, not that they care.
Do they require validation? In defending their gaming against parents, spouses, children, partners, co-workers or other critics, do they want to be able to look up from the screen and explain, "I'm studying a great form of art?" Then let them say it, if it makes them happy."
Ignoring the extremely patronizing tone, I take issue with this for two reasons. First, that performing in a sporting event isn't the same as creating a game. I understand that he is talking about how basketball and Mah Jong aren't art forms, but there is no room for development, expression or innovation in said games. They have stayed the same for years Even so, physical competitions are sometimes described as artistic, think about figure skating, dancing, Olympic gymnastics events and so on. Comparing video games to sports would be pointless to the argument if it were accurate. Which it is not.
My second issue is that Ebert seems to think that it doesn't matter if nobody called it art. Nothing would change, right? Unlikely. What would you say if I said writing, painting or film wasn't art. If you're a fan, you would likely get upset. That's because, not only has it trivialized a form of expression you cared about, but it has also taken the onus off the creators to hold their work up to a standard. When a medium is called "art," there is suddenly a whole lot of responsibility that goes with that. It silently requires that people innovate and develop new skills, refining the medium into something extraordinary.
I'm not really upset about the article, really. It was sort of the first time somebody from outside the realm of video games really took a serious, grown-up stab at it. That alone is something to appreciate. It wasn't what I'd hoped for, or expected from somebody as smart as Roger, but what can you do? It all worked out for the best, anyway.
Sunday, June 5, 2011
Women in Video Games: Why BioWare is Awesome
Awesome.
Thursday, June 2, 2011
Chris Cunningham: If Lovecraft Directed Short Films
Monday, May 30, 2011
Skrillex - My Novice's View of Electronic Music
As a friend put it. He has the Midas Touch.
Mortal Kombat track (duhr), and a personal fav