Monday, June 16, 2008

The Legacy of the Wizard

Legacy of the Wizard was released in 1987 for the MSX and Famicom in Japan. Two years later it was ported to the NES in America. Unknown to many American gamers, this game was actually the 4th in the Dragon Slayer series (most of which are Metroidvanias). Hence its Japanese name: Dragon Slayer IV: Drasle Family.



Who are the Drasle family? Well, let's meet them! Xemn is the head of the family, a brave woodcutter who lobs axes at his enemies. His wife, Mayna, is a wicked wizard and can fly (provided you have the right item). They have two children: a daughter, Lyll, and a son, Roas. Lyll looks like a Native American, and Roas is clearly an alien. Lyll is capable of incredible jumps, and Roas knows how to use a sword. Jiela and Douel are the children's grandparents, and can assist the player in saving at any time. Last but not least, Pochi, the family pet is actually a sentient monster (and as a result he is immune to monster attacks).




Legacy is a side-scrolling adventure action-rpg... in other words: a Metroidvania. The goal of the game is to guide the family deep into an underground maze, where you must recover 4 crowns. Each character (except Roas) has a crown to find, and Roas must find the legendary sword, DragonSlayer.

The key aspect to understanding Legacy of the Wizard is an appreciation for its massive scope. The maze is comprised of 16x16 screens... effectively doubling the overworld in Legend of Zelda. It sounds less impressive than it actually is, to get a good understand of the scale, just look at the full map. To continue the comparison: Zelda's map is very open, though there are some twisted passages and secrets, the player can move around the screens easily. In Legacy of the Wizard, however, the rooms are devilishly designed, and players will spend hours trying to navigate a single room (obviously, this only applies to the most difficult of the rooms). Puzzles are everywhere. Hidden blocks and blocks that disintegrate are plentiful, and monsters run loose and regenerate.



When you kill a monster it will drop either food (which increases your life), a potion (which refills your magic), a key, some gold, or poison. Every regular attack drains your magic, so you'll have to rely on more than brute strength to get you through the game.

I found the game at a Flea Market sometime around 2000, and had never heard of the game. It had a decent title, and cool cover, so I figured, "What the hell?" and bought it. Immediately I understood how incredible this game was. The graphics were simple, as all NES games are, but crisp and inspired. The monsters were block-sized, the characters where block-sized, and all the blocks were block-sized... it was such a unique little world begging to be explored. Exploring was definitely the only thing I could do with the game, because I couldn't figure out what the fuck I was supposed to do.



But it didn't matter. I could play as several characters, each with distinct powers, and explore underground castles, mazes, puzzles, huge expansive chambers, towers, ladders... and every area has a rich, bright, and wonderful color palate. The game has some pretty catchy tunes, which is always a plus. I hope the pure intensity of the game is apparent in the screenshots I've taken.



This went on for years, every now and again I'd pop the game in (with a little blowing and cart-wiggling) and see if I had magically gotten better at the game, or if I would solve its mysteries. No dice. A few months ago I decided to beat this game, once and for all, and, as of the writing of this article, about 80% finished with Legacy of the Wizard. Yes, I caved and started using a walkthrough, but it increased the fun ten-fold. In thirty minutes I was able to accomplish more than I had in 8 years of stumbling around the dungeon. Believe me when I say items are hidden... and that items are hidden very well.



Also of note is that Faxanadu, which has been previously covered, is something of a side story. Both games are excellent. Hopefully this game won't elude me for much longer, I've got nowhere to go and it's getting dark outside. Time to turn the music up, print out some maps, and finish off that motherfucking dragon, once and for all.

Thursday, June 12, 2008

REZ: Truly Sublime

Humanity has completely linked itself with the computer system known as K-Project, controlled by a massive AI known as Eden. In a philosophical identity crisis, the computer decides to commit suicide and shut itself down. It's up to you, the computer hacker, to travel inside the computer system, destroy all viruses and firewalls, and Rez the system back online. You are armed with anti-virus software, to be delivered upon (in laser form) the virtual avatars of sentient computer programs. They've got plenty of computer-crashing missiles of their own. And lasers. And an almost endless supply of computer code with which to attack. Luckily, you also have the ability to analyze packets of code, unlocking the virtual K-Project. You can absorb powerups and transform your avatar to higher levels, with faster (blazing) lazers.



Rez was an obscure Dreamcast title for a few years. Thankfully, Sega decided to release this badboy for the PS2 when the DC tanked. It was designed by Tetsuya Mizuguchi, who is one of the best game designers working today. He's the brainchild of Meteos and Lumines, both of which share lots of qualities with Rez. Recently, the game was re-re-released for XBoxLive Arcade in the form of Rez HD, sporting high def graphics. I've played the Xbox Version, and found it faithful to the original, but I was playing on an SDTV and can't comment on the HD graphics.



What makes Res so special? For starters, all of your actions are part of the music. Attacking is timed with the beat, and the entire experience is, as the box advertises, synaesthetic. When I say Rez is sublime, you will believe me. You can choose how the music unfolds, but you have to balance your desire for a beat with your desire to score points. Tapping the attack button furiously will produce fast-paced percussions, while using the combo system will create organic samples.



I found the game at a local EBGames for 40 dollars, used. Normally I hate EBGames bullshit prices, especially on used games (which used to be about half of the new price until they flooded the market with used games), but I had seen a friend play Rez. I remember seeing his character race through electronic cities blasting angels and insects, and knew that I had to buy this game. Price gouging aside, Rez is worth every penny, and I promise you'll get your money's worth if you happen to come across this rare-ish game.



It sports all the usual features of a Mizuguchi game: swarms of unlockable features, a kickass soundtrack, and trippy visuals. It's a shooter-on-rails, somewhat similar to Star Fox (or that Star Wars sit-down arcade machine, or Panzer Dragoon) in gameplay. In the summer of 2006 I sat in my room for a week (instead of getting a job) and played Rez with the lights out. I still haven't unlocked everything, Rez can be extremely challenging. I have managed to clear 4/5 levels with 100% and have unlocked all of the skins.



The "skins" are new color schemes for the entire game. Punk, psychedelic, ambient, etc. I had a hard time with these unlockables at first, but in the spring of 2007 one day I played through the game 5 or 6 times, each time unlocking a new skin.

Speaking of skin... Rez also boasts one of the strangest gaming peripherals. A vibrator. It is exactly what you think it is. Plug the vibrator into controller slot 2, and you'll have a pulsing rumble 6-times stronger than your typical DualShock 2. Admittedly, Mizuguchi has shown that the "rumble pack" could be placed under your feet to enhance the overall synaesthetic experience. But if that's the case, why did they include a latex "sleeve" for the Trance Vibrator? If you couldn't guess, this was a Japan-only peripheral. If you want the original article on the Trance Vibrator, check out Game Girl Advance's article on the subject(warning, pictures NSFW).

It's almost hard to accurately describe Rez, because it's very different (but eerily similar) comparatively. It is an ancient story, about a single person who destroys armies. We see it a lot in video games, and its been in books dating back thousands of years.



Rez's appeal comes mainly from its scenery and setting. The locations evoke a grand sense of perspective and size. We understand the infinite potential of computer graphics and user interface options. Rez is cool because the technology exists to make this computer system, and playing the game is proof. The game is Rez, so, in a way, everything in the game is real as well. This hyperreality paradox strikes serious tones with technologically inclined individuals (known as "gamers" in this case).

But, hey, its just a video game. And all talk aside its a pretty fun game. Chances are, if you like video games, then Rez is right up your alley. If only the internet were like Rez...

Monday, June 9, 2008

WARNING: A Huge Battleship Golden Ogre Is Approaching Fast!

I traveled this weekend, and before driving across the state listening to Weezer's Red Album I had several interesting video game-related adventures. First, after seeing The Chronicles of Narnia: Prince Caspian with my girlfriend, we hit the arcade in the lobby. And, holy shit, they had a Centipede machine, which I'd never seen. Unfortunately, my bullets were invisible in the first level, but everything started working once the screen changed. Second, there was a Ms. Pac-Man machine. Not the Galaga + Ms. Pac-Man anniversary machine which has sprouted up recently, but a grimy, first-edition, old-fashion arcade beauty. I was one level away from the high score, but, sadly, I didn't have what it takes to go down in movie theater arcade legend.



Later, we went to Circuit City and spent thirty minutes digging around in PS2 bargain bins, and I found a $10 copy of Taito Legends 2, which includes 39 classic Taito arcade games. What really sold me, however, was Darius Gaiden.



I originally stumbled upon Darius Gaiden about 10 years ago, when I noticed it for 3 bucks in an Electronics Boutique. The art was amazing, so I decided to buy it. I was completely floored by the music, graphics, and addicting gameplay. On the surface it might not appear that interesting, just another Gradius clone, but the Darius series is unique because all of the enemies look like giant mechanical fish. The music was composed and performed by Taito's in-house band, Zunata, who do a fantastic job with this game. You'll be mesmerized by the trance voice singing "Close your eyes / close your head" during one of the songs.



Darius Gaiden is still your basic shmup. You collect powerups to increase your weapons, missiles (confusingly named "bombs"), shield, and bombs ("black holes").It's just that everything works so well together. The graphics and artwork are out of this world, and the game makes use of several nice effects (such as pseudo-3D backgrounds and multi-layered parallax scrolling). Hands down, this game has the best graphics of any game pre-1994 that I can remember (hey, if you've got a better suggestion the comment button is a few paragraphs below).



Underneath the sweet eye-and-ear candy is a really good game. There are 28 levels, and you pick one of two forking paths after each boss. You'll travel across the oceans of planet Darius, explore space ruins, and battle through post-apocalyptic cities. In order to see every level, you have to play through the game at least 7 times, if you are consciously making an effort to take certain paths.



And, fuck, I'm glad I'm playing the game on a console (for the record, Taito Legends 2 offers arcade-perfect ports, including a credit button!) because I would have spent at least 40 bucks so far at an aracde. Darius Gaiden isn't a hard game; it's brutal. I have the original PC version (the one I purchased in the past), and it only gave you 2 credits. I managed to make it 4-5 stages after a few weeks of practice, but the game is soul-crushingly difficult. That's really the game's only flaw, which can easily be overlooked. The majority of this difficulty is a direct result of the size of your ship, which is fatty glutton compared to modern shooters like Graidus V and Ikaruga.



Check out this psychedelic bullet-hell shooter if you've got the guts. Screw fishing, this game rocks.

Monday, June 2, 2008

Golden Age of Video Games

I've been touring the arcades in town lately, and it gets to be depressing. I remember growing up in the early 90s; arcade machines everywhere. The grocery store might have a Pac-Man or Donkey Kong machine. Then, the machines started to disappear. Slowly at first, but a few years ago I realized that almost no good arcade machines are still around. It's incredibly curious. There used to be stragglers, machines that seemed to remain timeless in laundry mats, hotels, and restaurants. There used to be people lined up at the mall to play Marvel vs. Capcom 2 after school.



I started thinking more about the arcade when I heard about this documentary: King of Kong: A Fistful of Quarters. It chronicles two men trying to claim the Donkey Kong world record. It's been rather popular lately, both on the internet, and, oddly, in mainstream media. It's a great film, and I highly recommend it.

The film doesn't just talk about Donkey Kong, it shows classic gamers living in 2007. These guys are out of place, and want to live in 1983, in a perpetual arcade. And who can blame them? The lights, sounds and atmosphere made the arcade seem futuristic, psychedelic, and magical. They were places of pure electricity.



I was born in 1985, and, consequently, missed the entire golden age of video games. But bits and pieces of the 80s trickled down into the early 90s, just late enough for me to remember the arcade. This wasn't my world, but it fascinates me. I identify more with the NES, and started playing video games at 4, in 1989, when I received one. And in a way, the gap is bigger than it seems. The arcade is a social place, where high scores matter. Somewhere along the line, we decided to stay inside rather than go out, and spent our money on carts instead of quarters. We started to play games that could be conquered by mortals.

So I am giving the arcade a personal revival. I played Defender and Robotron: 2084 all day. I am memorizing the Pac-Man patterns. I would have spent 30 bucks on a real Frogger machine.



The second (Golden) age of games was the most crucial in history. Games stopped being science projects and started becoming art, created through hard work by a few people, for entertainment. The pixelated aesthetics and bright colors on a black background can be an amazing site. And to have that built into a giant statues which covered the nation... what a truly impressive spectacle Earth must have seemed to aliens.

There is a certain satisfaction to playing an arcade machine. It's bigger than you are, and if it were alive it would kill you. But it's nice to see that much dedication, the materials to build a huge cabinet, a TV monitor set aside strictly for one game, artwork painted on the side, all surrounding a few thousand lines of code and placed in front of you by some magnificent phenomenon of human ingenuity.



Go see King of Kong, it does a better job of discussing arcades than me. Hopefully Chasing Ghosts, another movie about the arcade scene, will get a DVD release.

And one final note to my readers, Brawl madness has passed, and I am once again a functioning member of the internet community. Expect updates every Monday from now on! I might be a little late to the game, but high scores are forever, and I've got plenty of time.

Tuesday, April 8, 2008

Still Brawling...



What can I say? the fun continues. Don't worry, 8-Bit City isn't dead, I'm doing research on Super Smash Bros. Brawl. Yes... research. Anyone want to play? Leave your FC and add mine (see above).

Saturday, March 15, 2008

Super Smash Brothers Braaaaaaaaaaaawl!



Live under a rock? On the moon? Then this post might tell you something you don't already know. I've been caught by the Super Smash Brothers Brawl frenzy that is currently sweeping the planet (radiation currently leaving Earth and effecting outer space at the speed of light).

Super Smash Brothers Brawl is another one of those legendary titles that isn't just a game, but a powerful cultural force that changes the world. Almost everyone I know has played the game in the last week, and it's sure to be a hit at parties for the next few months (to say the least). So get the hell out of here Guitar Hero (just kidding, we still think you're okay).

Even right now, I am looking over at my Wii with the urge to just drop everything else and play SSBB for 12 hours. So, to sum it up: several different vs. modes, online play, 10 hour+ single player campaign, 35 characters, tons of stages, trophies, stickers, a custom stage maker, gigantic soundtrack, Sonic, Snake, Pit, Meta Knight, King Dedede, Lucas, game demos, and more.

Pixel art by Abysswolf.

Thursday, March 6, 2008

Odin Sphere

Every few years a game comes along that far surpasses all others. In 1997, that game was Final Fantasy VII, ten years later, we receive Odin Sphere.



Every review of Odin Sphere has focused on it graphics, and with good justification. The artwork is fantastic. Odin Sphere successfully creates a unique art style, and I stress the word art. The characters are designed and drawn with incredible imagination. The artwork is anime, mixed with fantasy, plus a touch of cubism. In addition to the wonderful artwork, are detailed frames of animation. Characters must have hundreds of frames of animation a piece. I still do not think I can capture the amazing visual aesthetics of Odin Sphere in words, it is like trying to describe Picasso's artwork, words will, out of necessity, will never have the same effects as seeing visual art.

The music tends to blend into the background, but by not overpowering the game it adds a lot to the mood. Odin Sphere is a very somber game, at times. The characters are involved in serious business, almost constantly. Upbeat techno, or heavy metal would have spoiled the mood. Instead, Odin Sphere sports some fantastic orchestral compositions, that could have been slightly catchier. While the songs sacrifice a certain memorable quality (memorable as in Chrono Trigger, of Mega Man 2), they are well composed and arranged. Finally, the sound effects and voice acting are perfect. Each character comes to life through the voices of the great cast. The script is extremely long, and Odin Sphere is one of the few games that has voice acting for every single conversation, including NPCs. If a character speaks in Odin Sphere, the player gets to hear their voice.



Most importantly, Odin Sphere has amazing gameplay. Upon first playing, one might be inclined to button-mash. Fortunately, Odin Sphere will punish button smashing hard. The player has a POW meter, which must be refilled from time to time by not attacking. This may seem a bother, but it helps to keep the player in check. Due to elite enemies that do not suffer knockback (it is worth noting that the player also has an ability to become immune from knockback) the player is forced to hit and run. This develops into a great rhythm that rewards dodging attacks. Considering there is only one attack button, this is a welcome addition, as it creates a fairly deep play system using only one attack button. For a 2D action RPG, it offers the right amount of challenge, in part by allowing the player to switch between difficulty settings at will.

One of my personal favorite features, is the ability to play as five different characters, each with a unique playstyle. This concept is central to the way the story is told. The player receives part of the story by playing through the first character's (Gwendolyn, a flying, spear-wielding Valkyrie) book, with gaps in the time line. Upon playing the other books, the gaps begin to fill in, until, eventually, the story is complete and the secrets are revealed. Each character plays an important role, and each character grows and develops, even most of the bad guys (although it is hard to classify most characters as good or bad, rather the game exists in shade of gray based upon perspective) are dynamic, complicated individuals. As an added feature, the story is viewable anytime after watching the scene in-game, including an option to watch a characters story without interruptions in its entirety.



Odin Sphere is not without a few shortcomings. Slowdown can be a disappointment at times, but it never cripples the gameplay completely. It is unfortunate, but it is very tolerable. During long sessions of playing, I would completely ignore the slowdown, and I honestly feel that it does not warrant the reduction of any points from the game's score. I have read reviews that claim the game has frequent loading times, however, this is an entirely unfair assessment. The game takes about 2 or 3 seconds to load a stage, with about 7 seconds to load a level. I will let the reader be the judge as to whether or not those loading times are acceptable. I feel that both criticisms are due to shortcomings in the Playstation 2's processing power, and not in the artistic realization of Odin Sphere.



Odin Sphere is also one of the few games that is conscious of itself as a piece of art participating in a tradition. It references Wagner's opera Der Ring des Nibelungen extensively, as well as allusions to Shakespeare, Norse mythology, Irish mythology, Hebrew mythology, fairy tales, the Bible, and Swan Lake. It blends these elements together, with a healthy amount of new material to create a wonderful pastiche that is completely engrossing. The world of Odin Sphere is entirely convincing, as it resonates with archetypes in a way reminiscent of Star Wars.

Yet for all of its artistic qualities, Odin Sphere is definitely a video game. The stages remind the player that Odin Sphere is a video game, and it is a proclamation that video games are art. The stage-based design is an embracing of tradition within video games. Stages are one of the most common features of video games, and Odin Sphere realizes the addictive quality a stage-based game possesses. Odin Sphere serves as a model to all video games, in the same way that Aristotle, in his Poetics, describes Oedipus Rex as the model for plays. Odin Sphere embraces qualities of the video game, but includes inspirations from other media as well. This is exactly the quality that makes video games so enjoyable, the hybridization of artwork, literature, and music in an interactive format. But Odin Sphere takes this formula to the next level, and proves that video games deserve as much intellectual respect as other forms of art.