Showing posts with label Rare. Show all posts
Showing posts with label Rare. Show all posts

Monday, May 4, 2015

Monthly Update: May 2015


Happy May, or I guess "May the 4th be with you."  I'm sure y'all've already checked out the Star Wars: The Force Awakens trailer #2 by now and even if you have, it wouldn't hurt to watch it again. . .for the 47th time. . .this week.  There're also apparently some new pictures up from the movie which may or may not contain spoilers.  Ye've been warned. . .arrrr. 


Reaction to Konami cancelling
Silent Hills.  Decency people!
(Public posts means I don't have to
black out names).
Aside from that, it's been an interesting month in the Land of Gaming where apparently a fair amount of people were pissed off at one person or another for any reason or another.  There's been the Silent Hills cancellation, and Valve allowing modders to charge for use of their mods in Skyrim (but only if they want to charge) then nixing that idea after less than a week. On Friday however, and on a happier note, (so technically May) the splinters from Rare who created Playtonic have started a Kickstarter for their game Yooka-Laylee (which is, as of this writing, 412% over their target goal of $270,041 and it's been less than 12 hours since their email announcement).  And there's Rare's announcement that they've been working on something that's been a lot of fun for them that will be announced at E3 next month.

But that's all well and good for the rest of the world, but what about little ol' me?  I've been keeping pace with course work which has left some time for putzing around with a couple of video games, this time across multiple platforms.

I've gotten back into playing the Atlus time travelling multiverse fantasy game Radiant Historia, which originally came out on the DS back in 2011.  The game can be a bit overwhelming with multiple timelines and people/items/skills that you might need to learn in an alternate timeline before continuing with your current timeline.  At the moment I'm only transitioning between two separate outcomes, but I have  feeling that things will begin to branch off in the next chapter or two.  Thankfully you have the ability to speed through conversations that you've had umpteen times before and the music is good as far as JRPG soundtracks go.  I'll stick this one out until the end, barring any 4 Heroes of Light graves that I manage to dig myself into.

On the PC gaming front, I'm finishing up Borderlands (the first game) and I recently started Mass Effect 2.  My first off is that Borderlands is a great FPS with a crappily weak story.  Mass Effect 2 is a great story with too much online emphasis about who Shepard is going to doink.  Who Shepard (male or female) ends up with relationship-wise and what is unlocked in Mass Effect 3 based on your relationship choices from the previous two games seems a bit overwhelming on top of trying to save the galaxy.  It's almost like in order to experience the "full" game, you have to have a separate save file for each decision regardless if you have the option of using a paragon/renegade response; basically like in Radiant Historia.  And then there's Miranda, who apparently is nude with painted on clothing that is frequently emphasized by the camera panning or holding over her gluteal maximal region.  I know body paint's a thing, I saw a video about it once.

Lastly, and back to handheld, is Silent Hill (1999) which I'm playing on the PSP, influenced from all of the Dead Space posts last month.  Presently my biggest complaint is that the game screen doesn't take up all of the PSP screen that it should be able to.   There is an empty black space around the entire gaming-viewing window when it looks like the viewable window could have been stretched out diagonally in both directions by a couple of more pixels.  I've actually been conversing with Dr. Potts textually while playing and it's very reminiscent of 1999 when we were living in the same abode and would frequently talk to each other about where we were at in our respective games.  It was nice.  I should probably also check to make sure he has an unlimited texting plan, or I'll just revert to Google's Hangout app which Chreekat inadvertently introduced me to last week.

Leading up to the December release of Star Wars: The Force Awakens, my unofficial plan is to finish Star Wars: Dark Forces and start another of the Star Wars games that Humble Bundle bundled together a few months back.  There might even be a "Why A Star Wars Game?" post somewhere in there as well.

Oh, and D&D has now reached a "regular basis" status for which I am very grateful.  Maybe a post in there about this as well later in the month.  Although I should probably get everyone to sign a release form, but being the DM, I can always make up some threats.



~JWfW/JDub/Jaconian

Wednesday, January 14, 2015

MIDI Week Singles: "Disused Military Depot" - GoldenEye 007 (N64)


AAAAAAAHhhhhhhhhh!!

We're late today and it's all my fault, but moving on.

"Disused Military Depot" from Goldeneye 007 on the Nintendo 64
No official soundtrack release that I am aware of.
Game Developer: Rare.


Sure, sure.  There could have been any number of tracks from this N64 gem of 1997 you say.  "What about the 'Mission Briefing' theme or the hard hitting tunes from the 'Severnaya Installation?"  And you know what, you're right on both counts, those are both great tracks and I may just have to go and do a Game Scores article, now that you've talked me into it.

But we're here today to listen and hear me talk about "Disused Military Depot" which y'all may remember from the "Depot" level about 2/3rds of the way through the game.  Upon hearing this, I immediately become nervous about having to go through this damned level on 00 Agent difficulty.  Even during the song I can hear the rapid fire of the DK5 Deutsche (fictional version of the HK MP5K if you're at all interested) and the "click-chick" of reloading after every tenth shot fired throughout the majority of the level.  I know for certain that I will make a mistake as the warehouse doors are opening, misfire at the Russian soldiers and end up taking one more point of damage that I knew I could have avoided, which leads to the inevitable restart.

What I find great about this song is that it starts off with your typical "spy in a dangerous action situation," but by 0:48, some MIDI trumpets come in and semi-heroic motif and you start to think that things are swinging your way.  Then at 1:02, deeper resonating and more heroic MIDI horns come in to let you know that America (or in this case Britain and MI6) is here to save the day.  

Oddly enough, this is one of the few tracks from the game that doesn't contain that hollow pipe break-drum sound that was so prominent in both the game and the movie that spawned this glorious child.  It also doesn't contain any inkling of the traditional Monty Norman James Bond theme.  This tune is a lot more militaristic, possibly because of the setting and the prominent use of snare drums throughout most of the song.

So even if this isn't you're particular favorite track from Goldeneye 007, maybe it will be covered in the future or if Dr. Potts wants to compose his own MWS using a track from the same game.  Until next week then.



~JWfW/JDub/Jaconian
How Did It Ever Begin?

Thursday, November 20, 2014

Emulator Hour: Snake Rattle n Roll (NES)



You know,  I generally consider my favorite video game console to be the Super Nintendo. But lately I'm noticing more and more that a lot of my very favorite video game memories and nostalgia come from the NES.  I think this can be very simply explained by the fact that I was younger when I was playing NES, the memories are fuzzier, and somehow warmer.  My sense of wonder was strongest at that time of my life, and perhaps my sense of security as well.  

Snake Rattle n Roll is a strange and silly game.  It is also a good example of an NES game that was special to me.  I saw this game in Nintendo Power and I was mesmerized.  I really don't know why, but  I had.to.have.it.  I think it was the isometric view, with the checkerboard patterns on the ground--  It just looked like fun!  Before I got a hold of it (took a while), I used to pore over the pictures in Nintendo Power and imagine what it was going to play like.

It ended up being a pretty fun game.  And strange.  You eat colorful balls called 'Nibblie Pibblies" and your enemies included moving toilet seats and a big disembodied foot.  And one more thing:  You destroy your enemies by licking them.  A toilet seat and a foot.  By licking them.  This is just the sort of potty humor that kids love.  (of course the pun was intended)






There was something about the level design that, to me,  indicated secrets.  I always thought: how can I get up to that platform?  What's up there?  Is there a secret area?  Isometric platforming can take a bit of getting used to, but there were some cool jumps and heights  I could manage.  And some limitations as well; you could fall to your doom without actually falling, if you tried to jump to a lower platform, and fell a certain distance before reaching it.   Occasionally I did get to a hard to reach platform, and was rewarded only with my own satisfaction at having accomplished my goal.  Which is still pretty cool. Like climbing a fence or getting onto the roof of my house.  Just glad to have done it.

I got a similar sensation when I first played Mario 64.  Especially outside the castle, I just wanted to climb and go and discover what was hiding behind the mountains, around the castle.  It was Yoshi.  And you needed a canon to get there, and then you didn't even get to ride Yoshi.  Not so much fun.

I've seen modern versions of this exploration for exploration's sake, like ulillillia getting really high in Bubsy 3d levels.  Also people scaling mountains in Skyrim.  It occurs to me that that is somethign I want in a game like Proteus:  climbing.  There really isn't that in Proteus.

Discovery, where is that sense of discovery in games?

That will have to be a topic I return to at a future date.  I was talking about Snake Rattle and Roll.  A co-op game, I remember playing a lot with my younger sister.  I got pretty good at the game, but it was TOUGH.  I don't think I ever beat it.  I may have gotten to the final level once or twice, but I'm not sure if I cheated to do so.  I do know that the levels got progressively harder, and the last couple levels were skin-of-your teeth, hanging by your fingernails- TOUGH.  Like a good NES game should be.


-D


P.S. Plumbing the internet for happy nostalgia is usually a productive enterprise.  It's led me to cool stuff like a monster map of the original Dragon Warrior.  With Snake Rattle n Roll a particularly awesome bit of fan art came up:  A sewing together of the different level maps (see below) and a speed run overlaid on said map!  I really couldn't ask for a better tribute.  Bravo!

And then it turns out that the game was actually designed as a giant mountain which you scale until you get to the top and then launch to the moon and fight an ice-foot.  Of course!  Check out the image below.





here is the source page for the above image

Wednesday, September 3, 2014

MIDI Week Singles: Lockjaw's Saga - Donkey Kong Country 2: Diddy's Kong Quest (SNES)


Today's musical selection comes to us from the SNES of 1995.  That year we saw the release of Chrono Trigger, Earthbound and Warcraft II: Tides of Darkness.  1995 also saw the second installment in the Donkey Kong Country franchise headed by Rare and Nintendo.

So now, down to the tune.

"Lockjaw's Saga*" from Donkey Kong Country 2: Diddy's Kong Quest, Super Nintendo Entertainment System (1995).
Game Developer: Rare
Music Composed by: David Wise




From the first time I heard this music in the "Lockjaw's Locker" (Level 1-4), I fell in love with the song, and for me personally, it is one of the highlights on the entire soundtrack.  The epicness of the music is on a much higher scale that what is actually going on in the level, even with the sounds of water sloshing against the side of wherever this song was recorded. (Yes, I know it's digital music created in computer and not really recorded on a pirate ship overrun by a crew of anamorphic crocodiles).  I do imagine the drums in the song being someone pounding on hollow wooden crates in the bilge of massive schooner in order to create that reverberating sound.

Another thing I love about this track, is that it is named after a minor minion named Lockjaw.  Lockjaw is an orange fish somewhat reminiscent of an Angler Fish and it is not even a single one-off fish, but a type of enemy that appears frequently in underwater stages.  Lockjaw is not even a boss nor is there a larger boss version.  But damn it, Lockjaw has its own saga* apparently and this is the music to said saga*.  Very appropriate I think.

Actually, I love this soundtrack as a whole and will probably do a much needed Game Scores article about it on either Friday or Monday.  God damn this is great music!



~JWfW/JDub/Jaconian
I'll Say These Final Words My Friend.


*Since this game, song and soundtrack came out 17 years before Candy Crush Saga was a twinkle in the pot, King can take their saga-sueing due to saga-copyright infringe-saga-ment and shove it.

Friday, June 14, 2013

Things that Kind of Went on at E3, 2013

If you've come looking for an article filled with information that you can find elsewhere, then you've come to the right place.  I'm just writing what I want about an event that I've never been to and have only read about.  And because here we cover predominantly video games, I feel somewhat obligated to bring up that little convention that just wrapped up yesterday down in SoCal.

So now, I bring to you, our wonderful reader:

I've actually read quite a bit this year before, during and after the megalopolis known as E3.  For some reason I had thought that the Electronics & Entertainment Expo was an all week affair, although I guess it only ran from Tuesday June 11th through Thursday June 13th, because the companies putting the expo on didn't want to get in the way of serious gaming time from Friday through Monday.  Maybe?  Keep in mind, during the next couple of paragraphs, that my knowledge is limited, I did not attend E3 and all I will be discussing are things that I liked that I read about.  So now you're getting second or third hand information and not information from a direct source.

That all being said, I would like to say that the thing that surprised me the most about this years E3, was that Rare and Double Helix Games are developing a new Killer Instinct game as an Xbox One exclusive.  Sigh.  Killer Instinct was the game that got me into fighting games, and when I say "fighting games," I should elaborate and say that I only fiddled with other fighting games (Street Fighter II, Tekken, Mortal Kombat) and I never mastered any of them, KI included.  The Joystiq article has the most concise review, being the trailer, then a few sparse words.  There wasn't any mention of who is going to do the music (if it's going to be Robin Beanland from Rare who did the original soundtrack along with Graeme Norgate).

The PS4 was finally (?) revealed this week as well.  Gizmodo has a pretty decent article comparing the PS4 and the Xbox One with a special guest appearance by the Wii U.  Speaking of the Wii U, the Penny-Arcade Report brought up Nintendo's lack of big show press conference-type activities that are the norm for this convention.  Basically what I came away from E3, was that I probably won't be owning any of the current next-gen consoles and I'll be sticking with my PC and 3DS for new games.  However, if I do end up buying a gaming console, it might be the Wii U as I really just want a dedicated video game console, not an all-in-one, that's what my PC is for, and I already have one.

David Wong over at Cracked.com wrote a great article about how certain powers in the video game industry view its consumers.  Not everything he brings up is from E3 this week, but enough is directly related to how the video game industry advertises and sells itself, hence my inclusion of it here.

Lastly I'm going to list a few of the games (and the system that I would be playing them on) that managed to catch my attention, which is just another way of saying that if I won't be able to play it, I don't care too much, such as Tom Clancy's The Division which comes out on the PS4 and Xbox One or Super Mario 3D World for the Wii U.


That's really it.  That's all I know, maybe a bit more, but that's all I feel like I'm able to share about something that I've only read about.  So with that, happy Friday and y'all have a pleasant weekend.

~JWfW/JDub/Jaconian

Thursday, May 10, 2012

On Post-rental gaming

Jack and I have been talking about the Konami code of late, and this discussion has brought up some nostalgia for me.  Now that I don't own a console system, most of the games I play now are by indie developers.  And while that's totally cool, hip, and even hip-ster, I realize that I miss the old days.  The days of video game rental.  That was a fantastic time.

I don't know about you, but for myself, and Jack too, we didn't just buy loads of games.  We couldn't afford it, and our parents certainly weren't going to do that for us, especially not with video game rental.  I played dozens of nes and snes games, but only owned about one - two dozen of each through the entirety of my owning those systems.  I chose to buy, with my meager paper route money, only the best, most guaranteed games.  This usually meant Squaresoft, or Nintendo, and sometimes a random game I rented that I loved, like Snake Rattle N Roll.  Which I think was Rare- the company, and the adjective.

But during the rental period, there were bunches of games that were good, even great, but just not enough to buy.  I loved being surrounded by games I would rate B- to B+.  And I remember growing familiar with the different publishers.  Rare, Hudson Soft, Enix, Konami, Capcom.  There were bunches more, but my memories are fading on the subject.  Each of these companies had a sort of personality that you grew to know.  When you picked up a Konami game, you had an idea of what you were getting into.  Capcom meant action - they probably had one of the most distinctive personality, and it seems to endure today, though I don't know where outside of Street Fighter games.

Back in the rentals, you could just browse through the games.  It was sweet.  There were games that I never bought, but I would rent multiple times.  Sometimes to beat, other times just because your family was going to the video rental store and you were NOT about to pass up a chance to rent a game, whether or not you had anything in mind.  Sure, I'll rent Megaman 2 again!  What the hell, let's try Adventure Island?  Hey, this game over here is by Konami, it's probably good.  Goddammit, is the Sword Master ever coming out?!

I wish sometimes for a modern rental system.  On the other hand, indie games often cost close to the same as a rental did.  Sometimes they're even free!  Games like Angry Birds, Super Crate Box and Realm of the Mad God are all totally fun and totally free, if a bit limited in scope.  Super Meat Boy, Braid and Bit.Trip.Runner have pretty high production values, don't cost much and are great fun.  I'm slowly building a new vocabulary of game publishers.  

And, then, of course, there's emulation.  Where-in any and all games for a past system are available, all at once.  But so far emulator production values have not been strong, and it doesn't feel the same.  I want to see an emulator, in which the Rom library is represented as game-boxes on a bookshelf.  I can click on the box and get a view of it, look at the pictures, read the description and then choose whether or not I want to play it.  That would be totally sweet.  Not the same, but a start.

I guess what I'm trying to get at is that there is something about the experience of playing a game that exists outside of the screen and the controller.  This is something that is lost when playing games on my PC, irreplaceable using emulators, and I do miss it.