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Saturday, May 7, 2011

“Why It Matters” Columns – Do They Matter?

Date: May 6, 2011
By: Nate

A lot of gaming sites like to write columns about the different aspects of games and why they're important, be it story, music, visuals or some other concept that might be viewed as superficial. You read their arguments and you think “yeah, that makes sense”. Well, sometimes. But you have to wonder if it's being written a) to kill time; b) to appear sophisticated; or c) both.

So, what's the big deal? Well, there's a faction within the gaming community that believe that games are art – or at the least, can be. Far be it from me to say that they're wrong – especially since I agree that games can indeed be art. But what is it that makes games art?

As an art form, games are fairly unique because they don't just interact with you and elicit a response; you interact with them, too. That isn't to say that there aren't forms of conceptual art outside of the gaming world that you can't interact with. Unfortunately, I'm only drawing up dolls and action figures of meticulous design and detail. But even some automobiles are considered art; think of the aerodynamic forms of supercars. And I would definitely consider many buildings to be art; the CN Tower in Toronto, Ontario is a perfect example of this, as is just about any museum.

And like these items, games can only be interacted with on a limited field – that which is defined by the designers. So, to compare a game with architecture and design is not a far-fetched notion. This is especially true since games often require a working knowledge of functional architecture; levels don't design themselves and the greatest levels are rarely a collection of random structures littered with random objects.

On the flipside of this argument, though, comes another question – and it's a very important one: Does all of this high-falutent BS make the best game? In a simple answer, no. There are games with brilliant design, amazing music, awesome graphics – the whole nine – that just fall flat. Usually because the gameplay – the ways in which you interact with the world – are not enjoyable enough. But it certainly makes a game “cooler”.

Case-in-point: XIII. XIII is a game that is, from an artistic perspective, frickin' awesome. It's based off of a very hard-to-get graphic novel (that's not in English, as far as I remember) about a guy who was framed for the assassination of the president of the United States. The game is presented with cel-shaded graphics and even has scripted panels that come up when you get a cool kill (usually a long-range headshot)


 


There are even some gameplay elements that I thought were pretty nifty, like the grappling hook. But all of this stuff had already been done, and all of the cool stuff was audio and visual. As much as I love the game, I know that the level design is mediocre and the multi-player does nothing more than any other shooter at that time. The game was received with mixed opinions because of this. However, due to the artistic elements of the game, it feels like you're in a graphic novel, and that definitely counts for something. Unfortunately, it feels more like a graphic novel than a game.

As far as I can tell, the Viewtiful Joe series for the Gamecube and PS2 did this much more effectively; the game was more or less a unanimous critical success with a fairly large cult following, so it was a commercial success, too.  Viewtiful Joe, released by Capcom, was simpler in its execution, and in fact it was more an experiment and training exercise in it's creation - at least it's how it started out.  It's a side-scrolling brawler, but it clearly was better designed and, as a final product was generally more enjoyable.

Another more artsy game that didn't really kick off commercially (at least in North America and Europe) was the Otogi series by From Software and released by Sega.  Like Viewtiful Joe, the games in the Otogi series are brawlers.  Unlike Viewtiful Joe, the Otogi games are 3D brawlers with as much focus on horizontal combat as vertical.  And destroying the environment is part and parcel with the Otogi series.  The Otogi games are not cell-shaded, but their visuals are very unique.  The soundtrack is mostly based off of Japanese classical music, and many of the art and concepts are taken from Japanese mythology.



 


 





Unlike XIII, while neither Otogi was a huge commercial success, both titles were very successful from a critical standpoint.

And there are plenty of other examples I could dive into; Capcom's Okami, Sega's No More Heroes series, as well as Capcom's Killer 7; they're all very unique games with unique visuals, design, audio and concepts, but many of them cater to niche audiences - even if the gameplay is stellar, too.

One has to ask, does it matter if a game is a work of art? I can't honestly answer that with a yes and keep a straight face.  Not by a longshot. All it takes is one bad design decision - usually in terms of gameplay - to take a game from "stellar" to "average".  Unless you value art over the whole packag - and I don't truly think that many people do - I honestly think that a game as a work of art is a moot point in terms of being able to actually enjoy it.  That isn't to say that most gamers don't have their pretenses, but I honestly believe that few would know artistic design if it painted an abstract world on their behinds.

So, do the technical arts matter when it comes to making a game?  To a certain extent, yes. While sound is not necessity to make a great game, it certainly enriches it. The visuals don't have to be stellar, either. But it does help that they're clean and colourful. 

Consider iD Software's groundbreaker, Doom.  Even in its time, Doom had good graphics and sound - but not amazing.  However, it had an awesome soundtrack, variable lightly and excellent level design that took advantage of this to, at the time, downright creep you, the player, right out.  Furthermore, the core gameplay is considered by many designers to be very sophisticated because of how well balanced everything is.  Doom has very large bestiary in comparison to other games of its kind - and the bestiary is, for the mostpart, unique.  The weapons are excellently balanced, and the multiplayer is extremely fast and frenetic, even wit h a limitation of only 4 players.  The gameplay has still has never been completely imitated in a modern capacity; the closest another game has ever come to duplicating Doom's gameplay is Raven Software's Heretic, which also uses the same game engine.  There is more, though; Doom does contain a great deal of "relevent" imagery such as gruesome corpses and tortured souls, and it's this art design that shapes an atmosphere that very well could have been non-existent.  But this atmosphere isn't what makes the game; the whole package is.  The sounds (even if the original Doom engine could only loop one sound at a time), the lighting, the weapon and player mechanics, the level design, the creature behaviour - this is what makes the game.  Not just the story, visuals and music and the pretentious past they may or may not be based off of (and in fact, Doom's soundtrack is mostly based off of heavy metal songs written by bands such as Metallica, Black Sabbath and Pantera).
So coming back to the original point, what really matters, then?  You don't need to make the best sound effects to make an awesome game, and you don't need to have the best graphics.  You do need to have an excellent concept of design in a practical sense and you need to make gameplay that people will want to come back to.  So, the high-minded BS doesn't really matter because it's superficial.  Then what really matters? 

I'll tell you what really matters: love of the game.  Playing them for the sake of playing.  Sharing them for the sake of sharing because, let's face it, everyone loves to play something.  It doesn't matter if it's
a shooter, a life sim or Trivial Pursuit (Canadian content, eh!).

At the end of the day, it's not only what matters - it's what keeps gaming culture alive and healthy.

Monday, May 2, 2011

PSN Pooched

Date: May 2nd, 2011
By: Nate

As of this morning, 11 days have passed since Sony's major security breach and the Playstation Network was taken down. On day one, they shut the network down and declared an investigation. It was shortly after this investigation that they declared a security breach, and I believe six days had passed before they disclosed that credit card numbers may have been compromised.

So far, the American and Canadian authorities have gotten involved to both figure out how to catch the hackers and possibly to put the screws to Sony.

And things have just gotten worse: Sony Online Entertainment has suffered the same fate as the Playstation Network, and Sony has stated that thousands of credit card numbers may be compromised.

Now, before I continue with this, I will tell you right now that I am not a corporate apologist. Quite the opposite, in fact. Aside from the facts or, what Jean Chretien would call “Da proof is da is da proof”, my analysis comes from IT experience.

So, what's to be said about all of this? First; Sony did the right thing: They pulled the plug on the first sign. Now, with the plug pulled, the users should have gotten a clue that something was wrong with the network.

Second, Sony released information after they knew what was going on and not before. In IT, this is all you can do. You don't want to speculate or assume, especially in the face of potential identity theft.

After Sony initially announced a security breach, users that have credit cards on their accounts should have taken the appropriate measures to protect themselves. They didn't. I'm not saying that the customer is wrong. However, we were all made aware that a security breach took place; we shouldn't sit idly by waiting for the worst to happen and we have a responsibility to be proactive when a service which contains our identification is broken into. Even when Anonymous broke in, we should have been alerting our banks and creditors.

And finally, the government agencies initially went after Sony instead of the organised criminals who broke in after Anonymous initially broke the system. I realise that this probably has something to do with a six-day wait for this information, but again, IT guys don't cry wolf. Unless they want million-dollar servers, then it's okay (no, it's not). Thankfully, this has turned around, but the knee-jerk reactions from the supposedly calm and collected individuals that are supposed to represent us was both premature and immature. As others have said, “stop blaming the victim(s)”.

This debacle is a right mess, but I'm glad that it is being handled, as slowly as that may be. Undoubtedly, Sony will compensate its users, and hopefully you guys who are aware of this breach have already contacted the financial folks that you need to.

Breaches happen, no matter how secure your network is. It doesn't matter if it's cheap wi-fi or a multi-billion-dollar fiber network, it can and will happen. All you can do is shut things down, assess and rebuild. Sony's got a huge network and they have to work around not only the size of their network, but any red tape imposed by Japan's most recent natural disaster. It can't be easy.

I hope that they can resolve this as quickly and painlessly as possible, and I hope you, the customer, remember to protect yourself from identity theft.

When it happens, all you can do is stem the tide.

Thrown Controllers Undergoing A Few Changes

May 2nd, 2011
By: Nate

Hi everyone, the Thrown Controllers blog page is going to be undergoing a few changes this month.  First is that I will be launching my business of the same name within a few weeks.  Second, the page will become less personal.  I've removed my favourite games list because it's pretensious and it's also a waste of space.  I've also removed the part about the owner of the page (me, obviously).  You can view it on my profile, so it's also a redundant waste of space.

In their place, I've posted information about what Thrown Controllers is; who we are and what we would like to be to you.  I've also posted a section of links dedicated to local small businesses.  I believe that local small business is a very important part of the community backbone, not only because it's what community's are often built on, but because they help define a community's culture and "local colour", if you will. The first link in there is a business called All That Jazz, located in Cookstown, Ontario.  All That Jazz is a really unique business; part stereo store, part music store and all Audiophile community, it's a really neat place to check out.  These kinds of stores are very few and far between, and you usually have to go to a major city to find one, so I strongly recommend you check it out.

And finally, the post format is being changed again.  At the least, all posts will be headed with an author name, unless it's an article.  All author names will have an e-mail link in case you have personal questions or comments about the ideas expressed therein - you can post them here, but if they're unhinged in any way, they will be moderated.  However, we at Thrown Controllers believe in freedom of speech and would like to know if you were offended in some reasonable way and how we can fix it.

On that note, please drop us an e-mail if you have any in-depth questions or comments and we (at the moment, I) will get back to you promptly.

Sunday, May 1, 2011

Editorial: The Decline of the Brawler

The Decline of the Brawler
May 1st, 2011
By: Nate

I got thinking about Brawler titles and how generally underappreciated they were last night when I was writing about Dynasty Warriors 7. Poor example, I know – but I am going somewhere with this, and I hope someone at Tecmo-Koei reads this because it presents arguments that they can learn from.

The Brawler genre started in the late 1970's with a boxing game made by Sega called Heavyweight Champ.

This was a Vs. fighter – which the brawler ultimately spawned from – but like Wolfenstein 3D to Doom, this didn't really kickstart the genre. That didn't happen until Kung-Fu Master was released in 1984 by Data East, and from there, things started to evolve.

In 1987, Technos released Double Dragon and the rest is pretty much history. Right?




Golden Axe

Not exactly. Hot on Double Dragon's heels were Golden Axe, Ninja Gaiden and Final Fight. These all offered new takes on the genre; Golden Axe changed the scenery from urban to fantasy and incorporated attack animals, dynamic combos and a selection of characters. Ninja Gaiden included new ideas, such is using the environment (you could hang from stuff and kick at the baddies). And Final Fight...Actually, Final Fight did a lot less than it was given credit for. It stole a crapload of my quarters, though.

The original Ninja Gaiden


Final Fight





To be honest, I view Final Fight as point where the genre was starting to decline, as it has nothing on Streets of Rage (which actually borrows heavily from it). In retrospect, even the sacred X-Men cow wasn't much to sniff at – nor were most comic-based brawlers aside from perhaps The Punisher (which wouldn't be released until the 1990's).  But I didn't put this together to insult peoples' taste. The point is actually to demonstrate a cyclical effect. Final Fight streamlined the genre that Double Dragon had actually made so deep. This is mostly due to the fact that there are fewer moves per character. This would be rectified in the early 90's with Knights of the Round, which borrows a little from Golden Axe. There are a few other points, though. Most of these games have something in common – lack of perspective. No matter the scenario, it always felt flat and two-dimensional – graphics aside. While you could move up and down, there was rarely a variation in height. River City Ransom changed all of this and more, but it was such an odd duck because it included everything but the kitchen sink, so it didn't influence the genre at this time at all. Which is a shame.
X-Men Arcade 4-Player Cabinet
Streets of Rage - Sega Genesis


 


Knights of the Round


The Punisher - Arcade

River City Ransom - NES
As the 90's moved into the 2000's, the games became 3D, but before they did, they started to get a lot deeper. Jaleco released brawlers that incorporated multiple characters, unlockable characters and multiple mission paths. The Peacekeepers would be the culmination of the best ideas of their brawlers.  And sprite-based arcade brawlers would reach their pinnacle with Capcom's Dungeons and Dragons titles Tower of Doom and Shadow over Mystara which would incorporate multiple charactes, special abilities, multiple paths and even the ability to buy equipment.

The Peacekeepers - SNES

Dungeons & Dragons: Tower of Doom - Arcade


Dungeons and Dragons: Shadow over Mystara - Arcade


Die Hard Arcade - Arcade

As the 90's came to a close, Die Hard Arcade hit with a vengeance just as arcades were getting hit with vacancies and Dynasty Warriors had hit the Playstation, although it was a fighting game in its infancy. Dynasty Warriors 2, however, was pretty much a very rough version of the Dynasty Warriors we all know and (sort of) love, and it incorporated a lot of ideas from River City Ransom – upgradeable characters, environments with varying degrees of height and perspective – and introduced tactical combat to the brawler genre. And this is just the cherry on the cake.


Dynasty Warriors 2

Devil May Cry - PS2

Devil May Cry came out in 2001, and brought the adventure element to the genre. In 2004, Ninja Gaiden was remade for the XBox. This is very significant because Ninja Gaiden incorporated the Dead or Alive 3 fighting engine with platforming, puzzle solving and combat that really made you think (it was hard as hell until you figured out when to attack). God of War was released for the PS2, although this really didn't add much new. It was very well received because of its intelligence, brutality and reduced linearity due to multiple possible endings.
However, things started going downhill from this point.



God of War - PS2

Ninja Gaiden - XBox















Beatdown: Fists of Vengeance - PS2 and XBox

Capcom started releasing redundant brawlers – first Beat Down: Fists of Vengeance which is as numb as its title, and then Final Fight: Streetwise. While the gameplay of each was competent, the games felt very two-dimensional and the story elements were questionable at best. And neither game was very polished. To make matters worse, Capcom licensed music for Final Fight: Streetwise in a pithy attempt to make you feel like you were in the “ghetto”.


Final Fight: Streetwise - PS2 and XBox


Samurai Warriors 2 - PS2 and XBox 360

Koei started expanding the Dynasty Warriors universe by first creating the Legends expansion (which added some more characters and missions) and then creating the Empires expansion. Expansions are nice, but when you start making them after each iteration (which was being released almost yearly), your habit gets expensive and you start questioning the point when the gameplay receives few upgrades. An exception is the Empires expansion because it adds some strategy elements (think Risk with battles in real time). Furthermore, Koei spun off from their strategy series Nobunaga's Ambition to create Samurai Warriors. The second title in the series actually makes it worthwhile, but it's a lot of the same. While I don't mind that, it does kind of halt progress. Just a little.

God of War never really changed, and neither did Devil May Cry, but both series maintained a great deal of polish.


The Warriors - PS2 and XBox

A movie-based title also came out during the PS2 and XBox Generation, The Warriors. This was made by Rockstar, and it's more in a similar vein as Final Fight Streetwise, except the 3D world actually felt three-dimensional.  The game's structure is mission-based, but I personally found the content to be uninteresting.






Ninja Gaiden 2 - XBox 360

Ninja Gaiden took a turn for the worse with its sequel. This is more because of lazy design, which I really think is the recurring theme here.  The reason for this is because after the level design keeps getting more and more two-dimensional as you progress through the game, and parts of it begin to feel as lackluster as Beatdown: Fists of Vengeance - which is quite a condemnation.  To compensate, the designers made the game much more violent and gruesome.


Bayonetta - PS3, XBox 360
Bayonetta, by SEGA, seems to have scratched this itch for many gamers and was well received not only as a great game, but a breath of fresh air. Since its release, developers seem to have gotten the message that the brawler genre needs as much TLC as any other.





Warriors Orochi - PS2, PSP and XBox 360

The first case in point is Dynasty Warriors. Dynasty Warriors actually became even more shallow after the fifth game. This is because the combat system was horribly simplified as a pathetic attempt to shut reviewers up. Then, Koei put out three spin-offs – Warriors Orochi, Dynasty Warriors: Strike Force and Dynasty Warriors: Gundam.








Dynasty Warriors: Gundam - PS2, PS3 and XBox 360
 
Dynasty Warriors: Strikeforce - PSP, PS3 and XBox 360

And if that didn't make matters worse, everyone was trying to clone Dynasty Warriors after the fifth one despite the critical panning. So, you have 99 Nights and its sequel, Sangoku Basara and its sequels (Japan only), Dead Rising and its sequels and spinoffs, Onechanbara and its sequels and finally, Kingdom Under Fire: The Crusaders, Heroes and Circle of Doom.


99 Nights - PS3, XBox 360

Sangoku Basara 2 - PS2, Wii



Kingdom Under Fire: Heroes - XBox



Kingdom Under Fire: The Crusaders - XBox

Kingdom Under Fire: Circle of Doom - XBox 360


Onechanbara: Bikini Samurai Squad - XBox 360

Dead Rising - XBox 360


Dynasty Warriors 7 - PS3, XBox 360

Some of these titles are good while others not so much. The quality of them is not the point so much as the fact that the market is flooded with a specific subgenre, and has been for quite some time. So much so that even Dynasty Warriors is starting to change; for instance, you are now able - and often required to use siege weapons, and the characters are now much more customisable.

Spikeout: Battle Street - XBox

About time, too. There are more brawlers in the same vein as Dynasty Warriors than there are like Ninja Gaiden. Heck, I think even a return to something like Double Dragon might be welcome as it would pull the genre in a slightly different direction. I do remember liking Spikeout: Battlestreet very much; it was pretty much what Double Dragon might be like if it were in 3D.




Bladestorm: The Hundred Year's War - PS3, XBox 360
Unfortunately, Spikeout was critically panned.  Maybe the critics themselves are trying to say something; in the pretensious world of video games being perceived as art, 32 year old genres have to put more effort into being seen.  And it isn't to say that there's no versatility when it comes to brawlers, because that's a cop-out. You can have all sorts of characters, there's dozens of existing martial systems, all sorts of different melĂ©e weapons and plenty of time periods to choose from.  In fact, Koei tried this (another critical failure, however) and placed a game during the Hundred-Years War.  The sky's not the limit here.

But I think Koei had it right. I mean, maybe that's what the genre needs – a new historical or fictional shot and the arm. It could be the Volsung Saga or it could be a whole new fantasy altogether. Heck, it could be based off of A Song of Ice and Fire, Wheel of Time or Krondor. It could be a sci-fi property (a little risky, there, with the guns and all), or it could just be an urban brawl.


A Song of Ice and Fire Book 1

Wheel of Time Book 10


Artistic representation of the Volsung Saga


Krondor Riftwar Series Book 1
















And I think I can safely say that we're still waiting for a proper River City Ransom sequel.

So Tecmo-Koei, Sega, Konami and Capcom:  Show us what you've really got.  We're tired of your old franchises and older ideas.  And to Bethesda, iD, Activision and EA - get into the game!. Koei clearly got it when they finally redesigned Dynasty Warriors.  You guys need to read the reviews to learn your technical mistakes and listen to your fans to figure out what's cool.  Then maybe you can come up with titles that do this genre justice again.



Review Poll Results

Hey guys, I hope you've been having a great weekend!  The review poll closed last night, and I had to resort to a coin toss between Diablo and Winback: Covert Operations.  The result is...Winback is the winner.




Winback: Covert Operations was originally released for the Nintendo 64 by Koei, and would later be re-released for the PS2.  The review will be based on the N64 version.  It's a stealth-action game that's somewhat similar to Metal Gear Solid in that it's a 3D stealth-action game.  The similarities pretty much end there.  However, it was as close to a 3rd-person stealth game as one would get on the N64 other than Mission Impossible.  There is also a sequel, subtitled Project Poseidon for the PS2 and XBox.  Both titles are published by Koei the first was designed by Omega Force, the team behind the (in)famous Warriors franchise as well as Crimson Sea.  The other was designed by Cavia, Inc. who has developed titles based off of many anime series such as Naruto, Dragonball Z and even Ghost in the Shell: Standalone Complex. 

Omega Force is still developing Warriors games, the latest being Dynasty Warriors 7 with Dynasty Warriors Gundam 3 under way.

Cavia went under in 2010 after finishing the development of the critically panned Nier which they developed for publisher Sqaure Enix.  They were absorbed into AQ.

Winback was fairly well received for both the N64 and PS2 versions by most major reviewers.  The sequel was not.