Showing posts with label moreishness. Show all posts
Showing posts with label moreishness. Show all posts

Tuesday, May 27, 2014

I Backissued It!



I went backissue shopping!
  • Avengers 283, 288, 291-293 (Avengers in Olympus; Avengers vs. hodgepodge of robot villians; Avengers vs. Namor's wife - Captain Marvel is chairperson of Avengers in these issues)
  • The Mighty Thor 396-397 (Asgard invaded by Egyptian death god; Thor loses his powers; Loki poorly drawn)
  • Doctor Strange 54, 57-58 (Doc Strange vs. the lord of decay; Doc Stange definitively does not seek new apprentice - I never really read much DS but it ain't half bad!)
  • Spider-Woman 44 (Spider-woman vs. HYRDA and a demon... and her mom?)
  • Captain America 274-275, 329 (Cap vs. HYDRA; Cap vs. Holocaust deniers - Cap was always a mess of a book, I thought, although I also always thought the fight art was a bit better, a bit more choreographed, than other titles).
  • Incredible Hulk 321-322 (Hulk vs. Avengers AND West Coast Avengers - Hulk and Banner are separate people in these ones, for those keeping score)
I was not looking for anything in particular, just impulse choosing based on cover art and whether less than $2.00.

-d.d.

Wednesday, October 06, 2010

City of Saints and Madmen



by Jeff Vandermeer (20061)

City of Saints and Madmen collects 16 novellas, short stories, phamphlets, adverts, guidebooks, and notes sharing the setting or subject matters of the merchant city of Ambergris (the most valuable part of a whale), including its festivals, its original inhabitants (a strange race called the Gray Caps, or Mushroom Dwellers), its history, the giant freshwater squid native to the River Moth, the Silence (a epochal event wherein 25,000 citizens vanished without a trace while the whaling fleet was out of port), the death of Voss Bender (the city's composer-dictator, kinda) and subsequent unrest, authors who insist Ambergris is a work of thier own fiction, the Hoegbottoms - the city's preeminient merchant family, and much and many more details regarding this Queen of Fantastical Cities for the reader's delight. Quite unfairly sets an impossibly high standard for the depiction of urban environments in a fantasy setting, and may well come assume a sort of biblical status in one's mind for the myriad ways in which the simple exploration of a place can be a sum experience using different styles, approaches, tone, voice, etc.

The collection starts wonderfully strong with the novella "Dradin, In Love" followed by an about-face in style with the novella-length phamphlet "The Hoegbottom Guide to the Early History of Ambergris." A third novella-length story, "The Transformation of Martin Lake," rounds out what I consider the three pillars of the book as a whole, the remaining short stories informing (and countering!) the novellas and the other stories. "The Strange Case of X" is a veiled auto-biographical novella by Vandermeer about writing about Ambergris and a fantastic valentine (and hate mail?) to the creative writing life.  Then follow 11 shorter pieces which approach Ambergreis from any which angle, concluding with a 71-page glossary.

As each story hits your reset button its easy to forget how much you enjoyed an earlier installment. As mentioned, "Dradin, In Love" is a great kickoff, giving you a first-person seat to the major elements of Ambergris: Albumuth Boulevard, the Religious Quarter and the Living Saints, the Mushroom Dwellers, the Festival of the Freshwater Squid, Hoegbottom & Sons, Ambergris' industrial past (this is one of many subtexts - the presence of great, derelict railyards littered with engines, and other allusions to a lost 'modern' era), but this followed up with the indepth background of "Early History" and by the time you finish the marvellous "Martin Lake" (regarding a painter and the passing of Voss Bender) you've forgotten how much you liked 'Dradin.'

You will leave City of Saints and Madmen with a ripe image of Ambergris' damp, muddled, dispicable-history-laden winding streets and dumpy, moldy buildings.  You will be left with lingering questions about the gray caps, the Silence, and the equally everpresent freshwater squid.  Its violent festivals and art-intwined-politics will leave you more than a little mystified.  But forever after the words "Albumuth Boulevard" will bring a smile to your face.

Required reading from a perspective of another-way-to-do-it, and from world-creation-101.  Highly recommended to anyone needing a shot in the arm of faith in the viability of fantasy.  Best if served with Mieville's Perdido Street Station and Swainston's The Year of Our War.

-d.d.

1 City of Saints and Madmen has enjoyed multiple printings under different publishers, the first few go-arounds seeing the addition of content.  This review is of the 2006 Bantam paperback editiion, considered the final edition.  The first edition was published in 2002 by Prime Books.

Wednesday, April 16, 2008

The Streets of Dobuita are Never Lonely

Shenmue

I'm on the fuggin' warpath.

I am in the midst of a four-sided multi-console pronged offensive.

Tired of dicking around, I shelved the (more) recently started stuff (Grandia1, Shining Force: Legacy of Great Intention2, Harvest Moon GBC, Hoshigami3) and went all out on the Really Quite Far Along crowd.

After careful but unnecessary preparations I made my run on the intimidating Ikuto dungeon in Phantasy Star II4, and, honestly, it wasn't as bad as I had anticipated. Got one last run away to complete it. This will leave me with merely Menobe, Naval and Noah to complete, all of which look considerably less complex in terms of maps (tho presumably more difficult in terms of the randoms). This front on the Genesis/Nomad secure, I pushed on into more daunting territory.

Quickly suffered a set back when I discovered I'd lost some crucial interest in Final Fantasy Tactics5 on the PSOne (I'm on the fourth and final chapter), but put it in a holding pattern and redoubled my efforts on Pokemon:FireRed, yielding punitive results: the 8th and final gym badge, a massive leveling grind to eventually beat the dogged Rival Trainer, and advancement to Indigo Plateau, the HQ of the Pokemon League. When not slaughtering Weezings, Grimers and Machokes, I put my non-handheld efforts into Shenmue, where I'd left off on the gripping forklift-operator/get-in-fist-fights-after-work-stage.6

I hadn't really touched Shenmue since the kids were born back in October so I guess I forgot how much time I'd put into to it. Like many others, I'd gotten stuck at on that goddamn "sneak into warehouse No. 8 in the old warehouse district to meet master Chen" stage on Disc 2, and had walked away from the game for a bit. I eventually figured it out7 and did the forklift thing but once you get that job the game takes away the joy of going to Dobuita during the day from you.

Instead, you wake up to yr alarm and then yr automatically getting off the bus down at the harbor and then yr automatically sitting on yr forklift revving the engine as you and yr mates get ready for yr patently illegal "morning race" around the docks (and you don't even gamble on it!). I guess walking all the way to and from work might wear some folks out but some sort of "Go to Directly to Work / Putz Around a Bit First" option would have been nice.

Anyways the Harbor forklifter segment feels considerably more, uh, I guess the term would be "action game on rails" (like rail-shooters, but with Shenmue): you wake/race/move boxes around/get a clue at lunch/move more boxes around/get in a fight at night, walk home, save, sleep, repeat.

To Shenmue's credit, just when yr starting to get a bit bored, shit seriously escalates. I don't know if its predetermined or if I just got lucky this way but on Christmas Eve (!) Nozumi gets kidnapped, you race a motorcycle to rescue her, fight like 8 and then 10 guys at once, and give Nozumi a ride home on the back of the hog while some ballad plays. Then you and Gui Zhang fight, and then the two of you fight 70 guys non-stop using a simplified version of the Virtua Fighter engine, but its like this totally awesome '80s action flick, 'cept w/o the guns, but totally with the quips! Then comes Ryu's best line in the game, "TAKE ME TO LAN DI!" after kicking Mad Angel ass all over the docks. Then there's some other shit but basically yr on the boat to Hong Kong.

But there's all these dangling subplots, and as awesome as the game was, I'm just disappointed because all that's left is to get Shenmue II on import. And then that's it. I mean, I can tell from the Shenmue experience that Shenmue II prob doesn't resolve all the shit left hanging from the first installment.

One regret, which I suppose I could use an old save-state to rectify.

Okay, two regrets.

First, I'd like to spend a day in Yamanose, Sakuragaoka, and Dobuita, respectively, just paying attention to the comings and going of their respective residents, taking in the detail. You pick up a lot of this detail as you plunge forward with the whole revenge-yr-father's-murder thing, but the clock is ticking, afterall, so I feel like I missed a lot.

Secondly, I hand drew a map of Dobuita at one point, based on the one posted at several points in that district. My intention was to label every building on the map, since every building has a name, whether it be the resident business or an apartment-type building.

Again, y'know, must-avenge-father's-death, kinda a priority.

-d.d.


1 As much as I adore Grandia, I've left it sitting for the time being, lest the list of Vested Games grow too large. However, I did spend an evening with it a few weeks ago, and am still thoroughly smitten. When the current Offensive of Completion is, uh, complete, Grandia's a the top of my list.
2 I was splitting Nomad time between Phantasy Star II and Shining Force fairly equally until deciding to Get On With It with PSII. Tactically, Shining Force had just kicked it up a notch by adding an enemy unit which fires a laser (!?) capable of hitting (and usually killing) the majority of active units (allies and enemies, non-discriminately) on the field in one shot. Jeepers!
3 As a quick aside, I have not found Hoshigami to be as mind-numbingly difficult as some reviews have led me to believe. I will confess that, as is to be expected of an Atlus title, the menu and command structure of this tactical RPG is rather counterintuitive, and it does do the Fire Emblem thing where characters can not be revived… but otherwise good old leveling at the "Tower of Trial," which exists specifically for the purpose of leveling, has made the battles thus far in the campaign challenging and interesting, but not impossible.
4 As I near the end of Phantasy Star II, I figured I'd maybe actually go back to playing it on the teevee rather than exclusively on the Nomad. Man, those 16-bit graphix and colors just take a beating when all blown up on the big screen. Immediately yanked the cart and re-fired up the Nomad. Contrary to most stuff I've read abt the Nomad, I've found that sidescrollers and shooters like Sonic, Streets of Rage 2, Gunstar Heroes and my beloved Ranger X all kinda suck on the Nomad. Too much of those games lie in the details, and I'm sorry, but I just have difficult seeing little stuff like the rings in Sonic on the Nomad screen. RPGs, on the other hand, which are usually poo-pooed as bad for the Nomad due to small text size, I've found to be excellent since speed, reflex and detail don't matter as much.
5 I initially purchased and got really really far in Final Fantasy Tactics back in 2001 or so, then, for reasons kinda lost to me, just stopped playing.
As I started the 4th chapter (for the second time), I realized that FFT's greatest strength is also kind of its fatal flaw: the job system. Now, I, for one, think the job system's the best, to the degree that is the primary source of moreish-ness which drives the game – the self-set goals to get character X to master-level Dragoon and character Y to master-level Geomancer and so forth is far more engaging than much-hyped but ultimately dry-as-fuck grand narrative (seriously, its retarded, unless there's some seriously mind-blowing gigantic twists in the finale I don't know about, but at this point the narrative's ultimate end seems pretty predictable to me).
But around the beginning-to-middle of the fourth chapter you'll probably have attained most of those high-level job goals, and are suddenly left with just the actual battles and the narrative, and while those high-level jobs sometimes allow you to fuckover the game, the game also still treats you like a little bitch a bunch with just ridiculous high-leveled bosses and such, all of which just leave me with a big case of "meh." I'll still give it another go.
6 I remember that rainy march day in 2007 well. I was supposed to meet Fat after work for a couple pints, but he was running later than me, so I hit the nearby Goodwill to kill time before heading to the pub. I
walked out that Goodwill with a Dreamcast microphone, 4-in-1 VMU, Phantasy Star Online, Soul Calibur, a Dreamcast Gundam game (which Fat bought off from me), and Shenmue, all for 4.99 each (or less, tho' I think they were all 4.99) in hand.
7 Got so frustrating I was forced to make a map, prob the 1st time I'd had to do so for a video game, like, ever.
Old Harbor District Map
'Course, then along came Phantasy Star II…

Wednesday, March 05, 2008

idolizing yr kills with Suda 51

Ey!  Occupado!

Two of the most interesting writers on these 'nets are Leigh Alexander and Alex Kierkegaard.

Alexander says this:

a glorious exercise in simultaneous reverence and irreverence

Kierkegaard says this:

This game fucking sssssssucks and I fucking hated almost every moment I spent playing it.


Is this the garden of madness?

Predictably, they're both talking about the same game: No More Heroes. As far as reviews go, Kierkegaard wins on points, mainly for the above sentence, perhaps the greatest opening sentence in the history of reviewing. On the other hand, Alexander is right: No More Heroes is an absolutely fabulous game. I just finished it, and turned right around and started a new campaign on Bitter (=hard).(1)

I like long walks on the beach...

Reviews abound for this piece, and I don't care to rehash them. I just want to heap a little praise on the best game I've played in 2008, and point out two things nobody seems to have mentioned much.

Got something for you!

The first is that while this is a savagely violent game, with blood fountains that'd make Samurai Assassin's creators blush, a lot of the boss battles feature genuine emotional content. Yr protagonist, Travis Touchdown, is a complete prick about most of these moments, which actually only adds to the feel. --I'm at great pains to avoid the dreaded SPOILER here, but I will say that the final cutscene of Holly Summers touched me more than any videogame moment in my career.(2) And there's a lot of laughs, as well: the game intro is presented like a movie, a Tarantino movie, actually, and there's a couple lines in it that brought forth my trademark gleeful cackle. Quite a few lines and gags brought this forth, all the way to the end of the game.

The second is that the game is simply drenched in women. The plot is driven by Touchdown's (desire for a sexual) relationship with the delightfully batty Sylvia Christel. A couple of the best bosses are women, and the best cutscenes, pre-and-post-fight, involve these characters.(3) You buy your weapons from a contemptous Doctor Naomi, and if it's not clear already, this little game is going to inspire some seriously pervy cosplay.

She can build (for) you.

I suspect strongly that these two game elements are related.

A couple other notes. There's a set of cat-interactions--not quite minigames--that I think are an explicit nod to Shenmue. Then there's a couple minor features that are absolute trademarks of Grasshopper Manufacture (Suda 51 & Akira Ueda, afaik), a couple features I am a HUGE SUCKER for. One is a whole lot of visual character customization.(4) Nearly 100 shirts, a dozen jackets and pairs of jeans, a bunch of belts, a couple pairs of sunglasses. I spent around 27 hours on the game, and a surprising portion of that was playing dress-up with Travis. Another killer feature is on display with the customization: huge inventories of items, many with flat-out-funny item descriptions. It's these little touches that make Grasshopper originals must-buys for this kid.

Anyways, this game was thoroughly fun to play, and masterful at doling out rewards. I dunno if I'll play a better new game this year. If I don't, I won't be sad in the slightest.

Play a sappy song.  Please.

-Fat(5)

1.
Well, admittedly I did start it up on continue mode, so that I have all the unlocked stuff. So it's still pretty easy.

2.
The emotional content is accessible because of a beautiful localization job--the script (translations) and the voice acting are both outstanding. The game is admittedly unpolished in some other areas, as every review proclaims, but the work in these areas is without fault.

3.
No offense, Destroyman, but you just don't rate next to Shinobu, Bad Girl, or the SPOILER. Rest In Peace, Holly.

4.
Confidential to Suda 51: accessorizing is important. Changing belts and sunglasses is crucial, and I'm glad you built this in. (Jackets, shirts, jeans, anybody can do this--it's yr attention to accessories that makes us know you love us.) But man...it's gotta be the shoes. I want to change Travis' shoes! Next game, you best make this happen.

5.
Okay, okay. The Eurogamer review is excellent. And it occurs to me that I was led to Alexander's work by the most interesting writer on Kotaku these days: Maggie Greene. Worth noting.

Tuesday, March 04, 2008

to-day in retail and radd

So to-day I went Shopping. Not a big spree or anything; I was a hair manic, fought through it with a bunch of writing, then rolled on down to the mall for a bit. Not an exciting trip (because I bailed on buying myself a copy of Guitar Hero III), but I did score a new copy of Touch Detective 2 1/2. Fifteen wing-wangs! --I stalled out on Touch Detective a while back, but it's a far better series for me than the hideously overrated Phoenix Wright crap(com). Plus, when given a shot at supporting Atlus at retail, I usually will.

The funny part of the mission was when I plopped down my copy of Ghost Squad. The register biscut said "you know...this didn't review very well.(1) It's...it's pretty short." I laughed at him. "It's an arcade game. Length is not the point."

Now, for the uninitiated, Ghost Squad is a light-gun game. I'd bought the Wii Zapper a while ago, and found it a most acceptable accessory, and its pack-in game, Link's Crossbow Training, was great fun for the hour it took me to beat it, and the hour or two I spent on grinding away for better medals later. Mainly, though, the Zapper and Link's shooting-gallery hijinx made me realize how many glorious hours I'd invested in arcade light-gun games. Usually rail shooters.(2)

At the moment, there are two of these gracing the market. One, as is clear, I bought. The other is the rather well-reviewed Resident Evil: Umbrella Chronicles. But, as I told the monkey at the store, "I'm about a hundred bucks into the Resident Evil series without actually liking any of them, so screw those clowns."

The argument I wanted to make, but spared the poor retail minion, was "Dude. It's Sega. It's AM2. I think this'll be an okay purchase." Two and a half hours in, I still haven't quite beated it, but I'm dang close. And it's fun!

Now. If you'll excuse me, I'm off to beat No More Heroes. After that, more Ghost Squad.(3)

1.
Check this out! This is the very store where I have picked up, by game and Metacritic score:
Animaniacs: the Great Edgar Hunt 65
Final Fantasy: the Crystal Chronicles 80
Robotech: Battlecry 74
Star Trek: Conquest 51
and a couple other things. (Most of the handheld collection's in storage--preparing for the move. So I can't inventory the entire collection...)

Sos anyways...now you start sweating the fucking review scores? After I buy fucking Star Trek: Conquest? (Which, for the record, I thought was...sorta fun. Obviously unfinished and shipped early, but sorta fun.)

2.
Area 51 was probably my favorite, but the House of the Dead series was always good, and Sega cranked out a couple games with these GIANT fixed guns and HUGE screens that never failed to entertain the living bejeezus outta me.

3.
Look for my inevitable march up the leaderboards!! As a tribute to one of my loser buddies, my screen name is "Collision".

Thursday, January 24, 2008

ain't never gonna happen, but

Maker of Amazing Games Tetsuya Mizuguchi drops a lovely interview, mostly about the new port of Rez. (I've been trying to score a Dreamcast version of Rez for a long time.) At the end, he declares:

If I had a reason to remake Space Channel 5 on the new platforms, I will do that.

SC5 was the first game I bought for my Dreamcast; a month or so later, it was the game that sold DDT on the console. It's the one rhythm game I haven't yet beaten, and believe me when I tell you I'll play it on any platform Sega/Mizuguchi graces.

Kotaku pointed this interview out.

Wednesday, January 23, 2008

shmups make Fat insane: an introductory appendix

An oddity I ponder occasionally: the most worthwhile writing on gaming tends to come from the UK.(1) In recent times, the estimable Eurogamer grants its favored titles the label "moreish". This might be the most game-useful label I've yet encountered.

And the most moreish title since, probably, fucking Tetris would have to be my newly-acquired Geometry Wars: Galaxies (DS).

Now, what it means to be moreish in my mind is that when you fail, you still want to play more.(2) It's the arcade sensation par excellance: the game kills you, but you still feel you can beat it, and you shove another quarter down its maw to demonstrate same. I knew GW:G had this quality a couple hours after I bought it, a week ago: I was down the coffee shop, and I fired it up. Two hours later, I hadn't shifted, my thumb was killing me, and my eyes were absolutely fried, since I hadn't been blinking.(3)

GWG plays sorta like Robotron, in that you can shoot in any direction whilst you move in any direction. And it looks a lot like Asteroids, in that the backgrounds are mostly black, and the figures are mostly vectorish. (Single-color lines.) Aesthetically, then, this game is possessed of the rarest quality in the medium: beauty.

Game's simple: you pick a galaxy, then you pick a world, then you fly around. Some worlds are largeish, some tiny, some square, some ellipticalish, and so on. Critters show up, a wide variety, generally en masse, and you shoot at them, killing them afore they touchkill you. You kill them, they blow up. The fragments they leave, you can collect, which helps your score, and helps your gun shoot better. So, better you kill, better your killing-gun gets.

Also you have a little buddy--a "drone"--and before you enter any world, you get to pick what she's gonna do. She can gather up the fragments of felled enemies ("geoms", the currency of the game), shoot enemies, circle around yr craft in circles of varying speeds and sizes, shoot stuff, and so on.(4) Eight options in all.

The critters have a lot of different forms, and every form has a different behavior. Some chase you, some move in patterns unrelated to your craft, some wander toward you while avoiding your fire...some chase you fast and force you to fire on them from odd angles. All of them can kill your sorry ass, and at some point, you will grow to hate each and every one of them.(5)

The game's mostly a score game. Every world has a set of medals, attained at certain score thresholds. At the moment, I crave a gold on every world. I've played 14 worlds, and have 8 golds (6 silvers). I have 43 more worlds to unlock. And conquer!!(6)

And if I hated myself, I could connect my 'loved little grey brick to the 'nets and access some leaderboards to realize and reenforce how shoddy a videogame player I really am. But for the next coupla weeks, I'm just blasting baddies, hoovering geoms, and absolutely loving Geometry Wars.

-Fat

(1) Favorite examples would be:
UK Resistance, the English Wizznutzz, somehow capable of moments of real beauty;
Eurogamer, the only review site whose workers actually like video games;
Affectionate Diary, which realizes many of my ambitions for this here site. (So far as this here site pertains to games.)

(2) I mean, it's not just "I like this and want to keep playing". Moreishness has to do with the response to failure, I think.

(3) My verdict: Instant Classic. This was confirmed later, when I began to explore its multiplayer with Canada. 4 times in the first 5 minutes of play, I heard him mutter "Oh, yeah. I could get obsessed with this."

(4) So far, I've only unlocked half of the drone behaviors. Each has seemed useful in varying worlds--one minor complaint about the high scores list is that no mention is made of the drone (behavior) you choose. This is likely deliberate, but it's still frustrating. If I've only had success on Sureis (my Waterloo) with a Collect drone, I'd like to know it! I don't want to keep using a Sweep drone!! Throw me a fucking drone bone, developers!!

(5) Couple nights ago, batt'ling for living-room supremacy with Canada, I mentioned the rather brilliant comic series. It's sorta a Battlestar Galactica, in which the blue-diamond beasties--Viagrons--are presented as peaceful explorers. They percieve the human crafts as a threat, and mobilize against them, as the humans send out ships that are heavily armed, very fast, and essentially without armor. It's a good series; well worth a look.

(6) If somebody gifted me the Wii game, there'd be another 7 worlds to unlock on my DS cart. This...seems unlikely.