Monday, October 30, 2017

Slipped Discs

First things first. You'd think the success of the Switch would threaten the continued existence of the 3DS, but Nintendo has given its previous handheld a temporary stay of execution. This is good news for the millions of Nintendo fans who aren't quite fond enough of Nintendo to spend three hundred dollars on a Switch, but it comes with a catch. The 3DS line will now be marketed to a younger, more cash-strapped audience, with games to match. I guess I'd better work up an appetite for table scraps, because it sounds like that's what the system will be serving for the next couple of years. Special thanks to GBATemp for the scoop.

So, what else was I going to discuss...? Oh yeah! You may recall that I hacked my classic Xbox a couple of months ago, since I haven't shut up about it since. The machine is stocked with dozens of arcade hits from my childhood... but I didn't include them all. After some contemplation, I decided to leave the handful of laserdisc games in the past, mostly for the sake of hard drive space but also because... uh... what's the most charitable way to describe these? I keep reaching for a charitable euphemism, but the only thing that keeps coming to mind is "these miserable things suck ass."

I mean, really, have you seen these games? Thanks to the content maker-shafting magic of YouTube, you will.


By my estimation, laserdisc games come in four different flavors. The first of these is "western cartoon with nearly motion picture-quality animation." Nearly all of these came out at a specific time (1983) and were directed by a specific person (animation legend Don Bluth). The lone exception is Dragon's Lair II: Time Warp, shown here. The game was put into a time warp of its own thanks to the video game crash, and wasn't released for five years. This may have been good timing, because the mall arcade had made a comeback... but then again, maybe it wasn't, because 16-bit hardware had started to narrow the gap in visual quality between video games and movies pretending to be them.

Anyway. Bluth's games are a high watermark in the sewer that is the laserdisc genre. They're only barely interactive and require way too much trial and error to enjoy as a video game, but they're at least fun to watch. Dirk corrupting a plus-sized Eve, battling his way through Alice in Wonderland, and surviving a creative outburst from Mozart is Don Bluth at his "I forgot my meds again" peak.

Next we have "Japanese cartoon with nearly television-quality animation." Some of these were pieced together from footage of films most Americans had no idea existed. Stern's Cliff Hanger is one such example; a re-purposing of Lupin the Third: The Castle of Cagliostro. The dubbing is lousy and action scenes are repeated several times in a row to pad out the game, but the footage is from a Hayao Miyazaki film, so it's at least easy on the eyes. 


On the other hand, you've got something like Esh's Aurunmilla (shown here). The animation for this Gakken release was made especially for the game, rather than pasted onto it from other sources. On the down side, the game was designed on the cheap to capitalize on the fleeting popularity of Dragon's Lair and Space Ace, and it really shows in the anemic artwork and creatively bankrupt character designs. Recycling doesn't seem so bad now, does it? Esh merges the heroes of Don Bluth's games into one supremely dorky space barbarian, whose voice actor seems to ad-lib all his lines and would probably lose an arm wrestling match to your dead grandmother. The action is par for the course for this genre, except with tiny visual cues that are easily lost in the backgrounds. If you play only one laserdisc game this year... this probably shouldn't be it.


To be fair, not all of the Japanese laserdisc games were this derivative. Hell, I haven't seen anything you could compare to Data East's Road Avenger (aka Road Blaster), released years later for the Sega CD. Let me try to explain this... your wife is murdered by a gang moments after your marriage, so you kill them all in a spree of vehicular homicide. Road Avenger is seen from a first person viewpoint and there are extra buttons to press, making it even harder than the average laserdisc game, but you've gotta give props to the loony concept. It's like the episode of M.A.S.K. the networks were too afraid to air.


Let's move on from the not-really games to the kinda-sorta games. These were typically shooters using the primitive 8-bit technology of the time, superimposed over video footage. Sometimes it was Japanese cartoons, sometimes it was stock footage of a city seen from an overhead view, and sometimes it was Astron Belt's grab bag of low-budget space battles and MacGyver explosions. There's slightly more interaction here than in the previous games mentioned, with players being able to pilot their ship around the screen, but they're not given much to do beyond dodge the occasional laser and fire into the void of space. Sometimes your ship just explodes for no discernible reason. Thirty-five years later, gamers still aren't sure how to play Astron Belt, or if there's a point to it at all.


Other games made better use of the combined technologies, including Gottlieb's M.A.C.H. 3 and Simutrek's surprisingly advanced Cube Quest (shown here). Yep, those are really polygons in a 1983 video game. I was surprised too. Yet even in the better hybrids, there are still issues. The laserdisc footage is often poorly edited, with jarring transitions that take away from the sense of immersion, and the games are typically dull shoot 'em ups that don't compare to the best titles from Namco, Sega, and Williams. Throw in all the anime clips you want, but Bega's Battle is never going to be a match for Galaga or Astro Blaster.

Finally, we come to the full-motion video game. Most of these were released in the 1990s for the Sega CD, a console which was poorly suited to them due to its low color output and the limited capacity of the CD-ROM format. It's not a surprise that two of these games, Night Trap and Sewer Shark, were originally developed for the Control-Vision, a VHS-based game system bankrolled by Nolan Bushnell and considered for release by Hasbro. The Control-Vision was ultimately cancelled, but its games lived on thanks to the Sega CD. (Lucky us.)

Full-motion video games play similarly to Dragon's Lair, with live actors replacing the animation and a teeny bit more interactivity. For instance, in Night Trap, you can switch your view between eight rooms to find and catch vampires hoping to sink their teeth into the game's cast of perky co-eds. Most of these titles were console exclusives, with one odd exception.


This is Time Traveler, released by Sega in 1991. This arcade title features a cowboy who jumps from one period of time to the next, blasting cavemen, drug dealers, and some really unfortunate western-themed stereotypes. As expected from a full-motion video game, the acting is terrible, the set pieces are cheap, and the interactivity is limited. The game's only notable feature is the use of a holographic effect that makes the characters seem as though they've been projected onto a grid. It didn't take long for Sega to leave Time Traveler in the past and adapt its holographic technology to a fighting game, the claustrophobic Holosseum. It wasn't good either, but at least it was more relevant to gamers in the 1990s.

So there you have it. Laserdiscs offer a variety of gaming experiences... none of them particularly good.

(Thanks to the many users of YouTube for the video clips!
Special no thanks to YouTube, who keeps treating them like crap.)

Monday, October 23, 2017

The Urge to Merge

Not to be fickle, but I'm thinking of posting to this blog again. You know, two weeks after chasing all my viewers away with the previous announcement that I was taking a break. As Ochalla astutely observed, blogs are all about self-indulgence... I should just leave caution to the wind and post whatever the hell I want. Besides, the original Xbox that I've been spending so much time with is back en vogue now that the Xbox One supports a handful of its games. Engadget reports that you'll be able to choose from a selection of thirteen titles as soon as tomorrow, or just pop in the discs from the original system, if you happen to have them in your collection. The currently supported games vary wildly in quality (King of Fighters: Neowave? Seriously?), but you can always blow away the chaff and head straight to the wheat of Crimson Skies and Ninja Gaiden Black.

There was one other thing I wanted to mention, as was suggested in the title of this post. There are rumors floating around the 'net that Capcom is in dire financial straits, and that it may be acquired by another game company. We've heard such hearsay before, and there haven't been any conclusive reports from trusted video game news sources (or Kotaku). However, let's just indulge the rumors for a minute and ponder who might claim the Capcom IP in the near future. Personally, I'm hoping it'll be Nintendo, as the company has worked closely with Capcom over the last thirty years, and seem to understand better than anyone else (including, uh, Capcom) how to make the most of its stable of characters. Naturally, this would mean they wouldn't appear anywhere else, but that exclusivity would be a boon for the Switch, which has had trouble luring in third party developers despite strong sales.

An acquisition by Square-Enix, Konami, or Electronic Arts is also possible (and frightening, if I may editorialize). The only reason I can see Konami taking the reigns of Capcom is out of spite, since Capcom's early foundation was built almost exclusively by ex-Konami programmer Yoshiki Okamoto. Then again, Konami's sole motivation these days seems to be revenge, so I wouldn't put the purchase past them. Square-Enix has been merger-happy lately, absorbing Taito and Eidos over the last decade, so it's entirely possible that Capcom will be its next meal. 

Then there's Electronic Arts. Japanese game companies generally don't merge with Western ones, but if Capcom gets especially desperate for cash, and EA wants to wedge its foot in the door of the Asian market, it could happen. I wouldn't have much confidence in Capcom's continued existence if this comes to pass... after all, EA just shuttered Visceral Games, in spite of that company making EA relevant in the survival horror genre with Dead Space. Anyone familiar with Electronic Arts knows that the company has a habit of purchasing and then cannibalizing its development studios; most notably Origin, the creator of Wing Commander and the influential Ultima series. With any luck, Capcom will not share their fate.

Thursday, October 12, 2017

Downtime

Forgive the extended absence. I'd post something, but in all honesty, I just don't wanna. I'm not interested in updating the blog at the moment, and I'm not convinced people would want to read what I've got to say. "Hey, let's take a look at these ancient Xbox games I'm playing!," I'd say, to the groans and snores of my audience. (Admittedly, I've been going to this well pretty often lately, and I'm not sure anyone else shares this thirst.)

I don't know. Maybe I'll get my blogging groove back during the holiday season, but for the moment, my interest in posting could be best illustrated as an EKG flatline. I'm sure my enthusiasm will return in time, and when it does, you'll be the first to know.

Wednesday, October 4, 2017

Catch Me, I'm Fall-ing

It's officially fall. The birds are chirping (well, my birds are chirping... all the other ones seem to have flown south), the weather has cooled, and the game industry has roused from its slumber to release several highly anticipated products in time for the holiday season. After several years in limbo, side-scrolling shooter/1930s animation throwback Cuphead has been released to rave reviews. There's also the Super NES Classic, which Nintendo has released in adequate supply to fend off both scalpers and torch-wielding gamers still angry that they weren't able to purchase the company's last plug and play console. So I guess I won't get a chance to post this image complaining about the supply bottleneck I expected... but heh, I'm gonna do it anyway.


As for me, I'm still plugging away at my classic Xbox. What's great about this system- aside from the crapton of emulators available for it- is that games for the sixteen year old machine are still in abundance, still reasonably priced, and still look great, especially on the Xbox 360.

Oh yeah! Speaking of the Xbox 360, it's last call for the system's Indie Games service. You've got about... hmm... three days to purchase the handful of standout titles in the massive (and if I can be honest, massively awful) XBLIG library. I'd personally recommend Crosstown and Leave Home, and others have spoken highly of DELTA and, uh, qrth-phyl? Pat, can I buy a vowel here? 

Anyway, you've got until the 7th of this month to grab what you want, and while the signal to noise ratio on XBLIG is atrociously low, there are still a few games worth your time. On a related note, Nintendo is (finally) ending its Wiiware download service, but you've got about a year to stuff your Wii with software, so there's no great rush there.

This begs a discussion on the ephemeral nature of digital downloads, and I'm sure we'll be talking about that a lot in the future. Since I've got other things I need to do tonight, all I'm gonna say for the moment is that backups are your friend. Keep a few hard drives and SD cards around just in case.

Wednesday, September 27, 2017

How Sweet It Is!

It's been a while since I've posted, so I might as well take care of that while waiting for my homemade caramel to finish cooking. It's really not hard, y'know! You just drop a can of sweetened condensed milk into a pot of water, set it to boil, then turn down the heat to low and let it simmer for around three hours. Make sure there's always water over the top of the can, and...

Okay, okay, I'm stalling. I've got a larger hard drive in that Xbox now, and have been cramming every emulator I can find into it. One harsh truth has revealed itself in the process, though... no matter what game console or set top box you use, there's always going to be a flaw that keeps it just shy of perfection. For the Android TV I was using earlier, it was limited storage and the fact that nearly every emulator costs money. The Xbox comes closer to hitting that entertainment sweet spot than most, but without an HDMI port, the graphics in emulators suffer slightly. There may be options to sharpen up the picture in MAMEdOX and Final Burn Legends, but nothing I've tried gets rid of the blur entirely. I'll keep working at it.

Ow ow ow my hands ow ow ow
(image from YouTube)
Speaking of the 'box, I've been sampling a few of its games. You remember all those complaints about the awkward control in GunValkyrie? Yep, they were right on the money. My hands still ache from squeezing triggers and pushing in thumbsticks for the past hour. I get the impression that Sega was trying to offer the same nimble movement that Capcom had in Product No. 03, but couldn't make it fit in the framework of what is essentially a mech game. Twitchy camera control and unreliable targeting add to the frustration... there were far too many times where Kelly either wouldn't lock onto visible targets, or couldn't find them at all. I might come back to the game later, but I'm sure I could do better.

On the plus side, I tried the unreleased Xbox version of The Red Star, and enjoyed the game a lot more than I had when I first tried it on the Playstation 2. I'm guessing that I gave up on the game after getting soundly thrashed by the first stage. However, once you've muscled your way through the prologue and gotten the hang of the play mechanics, The Red Star reveals itself as a fairly diverting blend of beat 'em ups and bullet hell shooters. The challenge comes from juggling the two styles of gameplay, striking from a safe distance with your guns, then switching to melee combat to disarm shielded enemies. It's not the first time someone's tried to mix gunplay with CQC, but it works better here than it had in Capcom's quickly forgotten Cannon Spike.

Ooh, ooh! Caramel's almost done! I'll catch you all later. Apologies for the long wait between blog posts.

Saturday, September 16, 2017

It's All Downhill from Here

First on the menu, a guy named Arian Kordi has created an oekaki site called Closedverse, which mimics the style and some of the functionality of Miiverse. You can't post screenshots directly from your 3DS, but there's more flexibility overall, with users posting video clips and full color drawings along with the usual black and white sketches. I don't have an account on the site yet, but I have a feeling that it's going to become my methadone once my withdrawal from Miiverse kicks in after November 8th.

Now that we're done with the appetizer, it's time for the main course! After hearing all the praise heaped onto SSX 3, I decided to pick up a copy of this popular snowboarding title for myself. All that hype is not without merit... the game looks gorgeous in spite of its age, with rolling hills spilling out into the distance and tiny specks of light sparkling on nearby mounds of snow. It also doesn't take itself too seriously, which is refreshing in this increasingly grim era of gaming. There's just one problem, though...



I am completely terrible at SSX 3. I couldn't even say that I'm all thumbs, because that suggests some degree of skill, however little. I am no thumbs at this game. It's like I'm playing SSX with my tongue. I can't even explain why I'm doing so poorly, because I've had previous experience with the Tony Hawk series. I'm hardly a tournament caliber THPS player, but I've got a grasp of the basics and can string together a few combos.

Problem is, SSX 3 isn't Tony Hawk. The techniques that worked in Tony Hawk don't always work here, and the ones that do have been reassigned to different button combinations. The board press serves a similar function to Tony Hawk's manual, adding to the multiplier of a combo while keeping it active. However, instead of tapping up-down or down-up on the D-pad, you briefly hold up or down on the right thumbstick. I mean, hey, you might as well use every input on the gamepad, right?


It's complicated. Seriously.
(image from YouTube)
Tricks are also counter-intuitive... instead of the fire and forget approach of Tony Hawk, you've got to hold buttons down briefly to make the trick count. You can "pre-wind" moves while you're on the ground, making them activate faster... but, uh, why is that even necessary? All these little changes leave you with an experience that seems familiar, yet really isn't once you get past the superficial similarities. It's like learning to ride a bike, then being expected to go a few miles on a unicycle.

Then there's the whole issue of downward momentum. With Tony Hawk, you're almost always moving, but you've got control of exactly where you'll go next. SSX gives you one direction, down, and while you can alter your course to some degree, you can't head back up the mountain if you've missed a rail, or a hidden item, or that all-important ramp which will let you tack a few extra tricks onto your combo. There's little room for error, and the punishment for making a mistake can be so severe that you'll have to restart a race or a heat to have any hope of victory. As the kind of gamer who hates being forced to repeat a mission over and over until it's done just right, that doesn't sit well with me.

I suppose all of this wouldn't be so frustrating if SSX 3 had been forgettable. I could play it, decide that it wasn't for me, and move on with my life. The problem is that I'm pretty sure it's as good as everyone says, but it's also as dense and impenetrable as a lead wall. I love SSX, but it doesn't love me.

Sunday, September 10, 2017

One Step Beyond


"I don't remember much, buddy, and you're no looker!"

Er, pardon my absence. While I've been gone, I've been thinking about a few things... like how well the original Xbox has aged in the sixteen years since its release. Most of the games spread across multiple formats looked best on the 'box, and its exclusives looked amazing, regardless of their other faults. Let's take a look at a couple of those games, shall we?


This is Tao Feng, developed by Mortal Kombat co-creator John Tobias. I never got a feel for the flow of this game, but it's hard to deny the quality of the graphics. The characters ripple with muscles and move gracefully through a variety of interactive playfields which offer more than just pretty scenery. Throw an opponent into a wooden pallet and it shatters; drop them to the ground and the floor is left broken from the impact. You could find the same collateral damage in the cult classic Phantom Dust, with players tearing the environment apart while lobbing beams and explosives at each other. It helps bring the player into the action when they're put in a tangible location, rather than a well decorated box.


The Xbox was Microsoft's first game console, giving its games a pioneering spirit that was rare on systems from more experienced competitors. There was a lot of fresh IP, and a lot of experimental ideas... the kind that were just as likely to stumble as soar. Crimson Skies was one of the titles that worked, a flight combat sim set in a fantasy world inspired by the 1930s. I never made it very far in this one, but I liked what I saw, and I'm eager to come back to it. I may even want to give its seafaring counterpart Blood Wake another chance, even though I don't recall enjoying that one nearly as much.

Xbox games are still pretty cheap, and there's plenty of titles I either haven't played in a while or haven't tried at all. I have a feeling I'm going to love catching up with this machine after all these years.