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October 2008 - Posts

  • Brave New Super Mario World

    Posted by Nadia Oxford

     
    A couple of days ago I posted my own ideas for "freshening up" the Zelda franchise. They were minor suggestions, at least compared to some other ideas I've seen 'round the fandom (how do you feel about Zelda steampunk?), but even minor suggestions are necessary. A collect-a-thon while you're wearing a wolf pelt is still a collect-a-thon.

    Miyamoto knows he needs to give Zelda a bit of a spit-shine, and he said the same about Super Mario Galaxy. It's true that Twilight Princess was a bit close to Ocarina of Time in ways, but Super Mario Galaxy was, for me, a pretty unique experience--or if there's some game out there that lets you relive anything close to the space-faring adventures of The Little Prince, by all means please let me know.

    That said, how do we get more "original" than forcing Mario to stomp Koopas while he's hanging upside-down?

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  • We Salute Halloween and the Greatest Mega Man Boss Of All Time

    Posted by Nadia Oxford

    It just so happens the two are connected!

    I don't blame Mackey for pussying out on Berserk. We owned that game too and it was kind of pants-dumping scary. You, as Mr Stick Spaceman, had to crawl slowly through electrified caverns. Inch by inch, step by step; touching the wall meant death. It was tension at its most potent.

    So you'd almost be clear of some narrow hallway and then your mom would pop in and ask you, "What would you like for lunch?" You'd scream and jolt and Mr Stick Spaceman would fry against the wall with a blinding flash of colours and a sizzling/clacking sound that was offensive to the ear in the worst imaginable way. Berserk did not get much playtime in our house.

    It's mandatory for bloggers to give wordy offerings to Halloween on the appointed day and I was thinking about how I might do the same. I don't play survival horror games because honestly I already have a problem with vivid dreams and nightmares and further contributions are just not necessary. Then I thought about "safe" ghouls and vampires--the guys who are just fun to have around. I thought about Shade Man, the vampire-bot from Mega Man 7 and probably my favourite Robot Master of all time.

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  • WTFriday: Mega Man A Cappella

    Posted by Bob Mackey

    Note to readers: WTFriday is a weekly feature where I find something stupid about video games and get you to laugh until it goes away. Please try to forget this is what I normally do every day of the week.

    Every Friday, I spent literally tens of minutes--and sometimes dozens of minutes--searching for something stupid and hopefully video game-related to share with my beloved readers. But some Fridays, links to substantially goofy content fall right into my lap--like today! 61FPS Reader Nathan Avilla was so kind as to forward me a Mega Man 3 game play video with all of the music/sound effects replaced by human wailing; it's shrill and taunting, yet somehow enchanting. I'd have preferred that the composer applied this idea to Magnet Man's stage, as science has proven that he has the best music in all of Mega Man 3--but still, I'm impressed:

    Mega Man 3 'Vocal BGM' clip


    And unlike most wacky online videos, this is definitely something you can do at home; all you need is a microphone, and to be castrated. But make sure you ask your parents' permission before buying an expensive microphone.

    Related Links:

    WTFriday: The Mario Paint Music Showcase
    WTFriday: The Chrono Trigger Anime
    WTFriday: Goldman's Drama Academy

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  • Chiptune Halloween: Check Your Candy For Razor Blades

    Posted by Derrick Sanskrit

    Happy Halloween, everybody. I'm sure you've all got long nights of Sugar Daddies and Zombies Ate My Neighbors lined up, but don't forget some sweet tunes. Might I recommend the title track off of Twilight Electric's "Razor Blades" EP? I think you'll find these blades much smoother and more pleasant than the ones your mom was always checking your candied apples for.

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  • Sega "Gets" the Wii

    Posted by Derrick Sanskrit

    As previously stated, the Nintendo Wii is just about two years old now, well enough into its life cycle to no longer forgive developers for unfamiliar hardware restrictions and lazy ports (yes, I'm looking at you, Harmonix and Rock Band). Most people still look at the Wii as home of the goofy mini-game collection despite its having also hosted some truly unique and wonderful unloved gems like EA's Boom Blox, Ubisoft's No More Heroes, Capcom's Zack & Wiki and THQ's de Blob. There is one major game publisher, though, who seems hard-pressed to make the Wii completely awesome with a wide range of aggressive titles, and that publisher is (believe it or not) Sega. That's right, longtime Nintendo rival Sega. Kinda makes you wonder why the Dreamcast flopped...

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  • Irrational Gaming Fears

    Posted by Bob Mackey

    As I've pointed out in the past, I'm a huge gaming wuss--though I like to think I'm much better than I used to be. This particular brand of cowardice started very early in my gaming life, with a system that probably didn't instill fear in anyone aside from stockholders: the Atari 2600.  It was the abstract, blocky representations within these simple games that played hell upon my young mind.  Sure, a dragon usually ended looking like a duck on the system's puny hardware, but to the boundless imagination of a young child, that duck's about to leap off the screen and peck out your heart.

    One 2600 game terrified me so much that I actually had to hide it: Berzerk. Maybe it was the killer robots, maybe it was the creepy, tense atmosphere--but I'd break out into a cold sweat anytime it was near. And to make me look even more pathetic, the commercial for Berzerk featured an octogenarian and her small grandson playing the game with absolutely no reservations.



    Note: This is the one time I felt a sassy grandma was not nearly sassy enough.

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  • Running for Your Life!

    Posted by Amber Ahlborn



    Happy Halloween everyone! This is my favorite holiday. Every year I dress up in costume and hit the streets. No, I'm too old for Trick or Treating but you're never too old to make small children scream. Halloween is the perfect time of the year to focus on things that get our pulses pounding. On television, you don't have to flip through too many channels before you find a horror flick and on game sites you don't have to browse far before you find a post highlighting scary video games.

    Personally, I'm not a fan of horror but I do love it when a game tosses in a little something special designed to make you break out into a nervous sweat. So, for this holiday occasion I present three games that force you to deal with an unstoppable, “indestructible” enemy determined to hunt you down. There's only one thing you can do. Run!

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  • Boys Will Be Boys and Anonymous Will Be Anonymous

    Posted by Nadia Oxford

    When I stop and think about sociology as applied to Internet gaming communities, my insides cringe but I still have to laugh.

    If someone is displeased with an opinion column in a newspaper, they might write a brusque response intended for publication in the Letters to the Editor. When a games writer publishes a widely-read blog post about the annoyance of wait times or games that require excessive patching, the best they can hope for from commentors is to not have "your mom" and "goat fellatio" in the same sentence.

    I read an article today that was published through N4G.com. It drew riffraff to the original site like bugs to a food spill. One comment in particular made me think about why anyone would take the time and effort to register themselves as "suck my dick" just so they could leave a comment that says "suck my dick."

    You really just have to roll your eyes, and, if you're immature like myself, giggle over the absurdity. But at the same time it's kind of troubling. I know not everyone acts like orangutans in the vast online gaming community; you people who read and comment on 61 FPS are like the family I was deprived of when I was harvested out of a bottle and raised in the art of space war. Still, I wonder what drives someone to add "stupid" and "moron" and worse to otherwise welcome criticisms.

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  • I’ve Got a Driver, And That’s A Start: Now That Harmonix Has The Beatles, What Should a Fab Four Game Even Be?

    Posted by John Constantine

    I said it way back in June, and I’m happy to say it again today: FINALLY! Today’s co-hosted conference call from MTV and Apple Corps announcing that Harmonix will be developing a game devoted solely to Geroge, John, Paul, and Ringo is, not to be too cutesy or anything, music to my ears. There are really only two pieces of concrete news. First, Giles Martin, son of fifth-Beatle/production-pioneer George Martin and producer of the best Beatles mix tape ever made, Love, will be on music production for the still unnamed game. Shame George himself wasn’t confirmed (or Paul and Ringo for that matter), but Giles has already proven his mettle. The second, and more interesting for videogame-land, is that the game will not bear the Rock Band name, leaving the game to become its own unique artifact covering the group’s entire career. But this begs the question: what will The Beatles game be?

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  • Klonoa: Careful, Namco. You Tread On My Dreams.

    Posted by John Constantine

    I’m not a purist. No, really. When it comes to classics being revisited, modernized, or remade, I don’t need every facet of the past perfectly preserved just the way I remember it in order to get a desperate nostalgic thrill. I delight in Mega Man 9 because it’s a great game whose presentation and technological limitations are carefully made design choices, not because it’s a new NES game. I’ll let you in on a secret: I actually like Mega Man 7 and 8. Yeah, that’s right. I think they’re good games. Not as good as their forebears, but all the same. When the new Bionic Commando was announced last year, even before Rearmed was revealed, I didn’t balk at Radd Spencer’s Adam-Duritz-makeover. I think the new look is cool, especially the way his dreads flow behind him like delicate willow branches as he soars through dystopian cityscapes and… oh! Excuse me. What I’m getting at is that not everything from yesterday is sacred. Some things, especially in games, should be changed. Final Fantasy III DS is a good thing. The NES original is just too slow now. Tomb Raider Anniversary preserves a revolutionary game’s best qualities while also making it, you know, playable. In with the new, out with the old may not be an all-encompassing maxim, but it’s more often than not good advice.

    That said, Namco, if you go through with this, I will hurt you.

    The Raw Meat Cowboy himself over at GoNintendo received a survey from Namco-Bandai today, the subject of which was their impending Wii remake of Klonoa: Door to Phantomile. RMC has smartly inferred that Namco is testing the waters to see if Klonoa should be localized for North America. One of the questions in the survey asks which of these two character designs is preferable.

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  • Watcha Listening To: Retronauts Episode 55: Snatcher Edition

    Posted by Bob Mackey

    This podcast is dedicated to all those cyberpunks who fight against injustice and corruption every day of their lives.

    That wasn't how the latest episode of Retronauts began--but it should have, damn it! Sorry, I got all worked up there. But there's a good reason to get excited: Hideo Kojima's Snatcher is an awesome game, and people are talking about it. On the Internet, no less!  In the latest episode, Retronauts ringmaster Jeremy Parish leads an Interesting discussion of a game made at a time when Hideo Kojima wasn't the Bono of his respective industry. And as a bonus, the podcast also includes a brief chat with localization producer Jeremy Blaustein, who worked on the ahead-of-its-time English language version of Snatcher.  If you can't believe the awesomeness, check check out the game's intro:



    All of this Snatcher chatter got me thinking of the Policenauts (AKA Lethal Weapon in space) translation, which was announced as "complete" 20 months ago, but has not yet been released to the public.  Since it's a game made by Kojima very much in the style of Snatcher, I'm dying to play it.  Maybe we need to helicopter over some of those Mother 3 translation guys to whip them into shape.

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  • Attention Game Developers: I Don't Have an HDTV

    Posted by Bob Mackey

    I bought my last TV, a 27" SD Sony Wega, in the summer of 2000; and back then, it was top-of-the-line in the realm of standard definition sets.  Even though technology soon outpaced my flat-tubed buddy, I've carried this 200+ pound monstrosity with me from apartment to apartment as I skip the globe in search of an education and a way to escape my creditors.  Now, if I had the chance to trade in ol' tubey for an HDTV, I would definitely go for it in a heartbeat; but the combination of our awful economy and my place in the lowest tax bracket means that my Wega's HDTV "mode"--a cute little trick to boost resolution past standard SD levels--will have to suffice until I make a living wage. Estimated date: 2020.

    I'm not insecure about my top-of-the-line 20th Century gear, and because I have access to food, shelter, and video games, it'd be pretty silly of me to whine about an inferior resolution. And I'm sure there are many people like me who don't consider a better TV to be top priority on their "how to survive in a society built on crippling economic inequality" list. So why is it we humble SDTV owners have to be punished by game developers who'd rather not admit we exist?

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  • Where is Prototype?

    Posted by John Constantine



    The open world game, or sandbox if you prefer, isn’t a genre any longer. At this point, it’s just another method of structuring other genres in a way that gives you more freedom in how to play the game. Open world games aren’t GTA clones anymore; they’re just games with a modern version of the ol’ Mega Man boss select screen. It’s been neat over the past couple of years to watch the open world platform branch out. Crackdown, Assassin’s Creed, Burnout Paradise, Far Cry 2, hell, Spider-Man; all very different games that let you do whatever the hell you please in their world (to a degree) on your way to completion.

    One of 2008’s more promising games, Radical Entertainment’s Prototype, is a violent action game with a nice open world foundation. It looks gruesome and brutish but it also has some neat ideas behind it, particularly its brand of character customization. Alex Mercer, the
    genetically altered amnesiac protagonist with a spooky past, eats his felled foes and gains all of their characteristics, abilities, and memories. This lets you come up with all sorts of horrific, bombastic ways to destroy things but it also lets you blend in with crowds, a nice twist on the open world formula of manipulating hordes of NPCs. Sounds cool, no?

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  • Our Emulation Habits

    Posted by Bob Mackey

    A long, long time ago (actually, it was just this past Friday) fellow blogger and 61FPS boss-man pined over his inability to emulate.  I'm afraid that I'm a bit less romantic than John, even though my feelings about emulation have changed slightly over the years.  But when I first started emulating--man oh man--it was like some sort of amazing technology I dreamed about but never thought would exist.  As is the case with most people who caught onto emulation, I got hooked on NESticle back in 1997, and spent the copious amounts of free time I had (I was a dork in high school, after all) downloading all the games from my past I was dying to play again. 

    If I'm not mistaken, I think this was also the year that SNES emulators--a baffling proposition at the time--first started to support sound.  I remember downloading a .wav file of the Chrono Trigger opening song as played through the soon-to-be released SNES9X and sitting there completely awestruck.  Yes, even then I realized how nerdy I was.

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  • Watcha Playing: The Palette Cleanser

    Posted by John Constantine



    The past six weeks have been teeming with meaty, action games. I’ve been working through them slowly but surely, like an elegant seven course meal. Star Wars: The Force Unleashed was thick, hot comfort fare, a brief appetizer of sloppy design coated in delicious Stormtrooper and rancor killing action. The game’s a buggy mess, really, the gaming equivalent of empty calories, but definitely satisfying. Then there was the dynamic horror duo of Dead Space and Silent Hill: Homecoming, a soup and salad combo built to terrify. They didn’t really scare, but instead delivered visceral body simulations. Both games succeeded by making you constantly aware of your avatar’s physical presence and the heft of their actions, and they achieved this through a careful synergy between atmosphere and play. Yakuza 2 was truly the main course, a game I had no expectations for whatsoever that turned into an all time favorite. Its broad adventure, pulp tale of cops and crooks, and simple but ceaselessly engaging fisticuffs were nourishing, more substantial than anything released on current gen consoles. For dessert, Castlevania: Order of Ecclesia. Another bonafide surprise, Ecclesia turned out to not be another retread through Igarashi’s decade-old formula, but a challenging successor to Castlevania 2 with fierce action whose variety and elegance was exceeded only by the game’s environments. Yes, it’s been a great month of big games, but it’s been the small things I’ve played in between them, games I’ve played for no more than a handful of minutes here and there, that have given the most *ahem* food for thought.

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  • Miyamoto Says Something Was "Missing" From Zelda: Twilight Princess. We Know It, Too.

    Posted by Nadia Oxford

    I really enjoyed The Legend of Zelda: Twilight Princess. To me, it played like a much bigger, much more detailed version of Ocarina of Time, which is A-OK in my book. I also got to ride a horsey.

    But in the most recent installment of a long-running interview with MTV Multiplayer, Shigeru Miyamoto acknowledges that perhaps Twilight Princess could have been...fresher.

    Whatever your stance on the current status of the Zelda franchise, you can't really argue that it's a bad thing when its creator decides it's high time to innovate.

    I like reading message board threads about the steps Nintendo should take to freshen up Zelda because nobody agrees on anything. Since I already know people are going to fire arrows on me for merely sharing my suggestions, I thought I'd belt out a few.

    First, I'd love to see some cel-shaded graphics again, but not Wind Waker Link. The original Legend of Zelda and The Adventure of Link included some great instruction booklet character art that jogged our imaginations while we played as jagged snot-green sprites; I would love to see a return to that traditional art style. It inspired so many of us when our imaginations were still supple.

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  • The Tale of the Identical Box Art

    Posted by Bob Mackey

    The blogosphere is rumbling with news of an industry lawsuit that isn't very interesting, and it's all about box art.  Seems like Activision had a little bit of "inspiration" for the cover of their latest Baja game--an inspiration that came from THQ's own library.  GameDaily reports:

    THQ's box art has been out in the open since this June. The company contends that Activision's box art uses "virtually identical" artwork. Activision's game, developed by Left Field Games, is shipping to retail this week, but THQ had asked the court to enjoin the release of the title. THQ apparently got in touch with Activision earlier this month to request that they create a different box art for SCORE International Baja 1000, but Activision refused to comply.

    And here's the evidence:



    Aside from the hilariously blatant plagiarism, there's really not much to this story--or is there!?  My ulterior motive for reposting this news is that it finally gives me a chance to talk about an observation I made during my dark, dreary days at GameStop.  You see, Baha games alone do not inspire thievery; there exists another pair of games with shockingly similar box art.  And the truth is so stunning I'm going to go ahead and hide it behind a cut.

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  • Looks Great, Tastes Bad: The '90s and its Crop of Unbalanced Games

    Posted by Nadia Oxford

    "Earthworm Jim is on the Virtual Console today!" exclaims a message board thread somewhere in Gamer Town. In seconds, nostalgia draws traffic to the post like a purring queen draws kittens to the teat. "Oh, this game was so awesome," a poster named Billy declares. "They don't make games like this anymore."

    That's right, little Billy. They don't. I'm sort of glad about that because I don't think my heart can endure mass doses of disappointment anymore.

    Though Japanese games ruled the sixteen bit era, American developers were finding their legs as well. And oh, what a pair of legs they found. Games like Aladdin on the Genesis, The Lion King and Earthworm Jim looked and sounded brilliant. They are, in my opinion, still some of the best-looking games out there in spite of running on 24 megs of memory as opposed to today's standard of a hojillion gigabytes. I still love watching people play Earthworm Jim because the title has so much love and personality in every frame of animation.

    There's the rub: I like to watch (tee hee). I don't actually like to play Earthworm Jim--or Aladdin--or The Lion King--because the games are consistently and unfairly difficult, sometimes for the most baffling reasons. When Earthworm Jim fires his standard weapon, you can't see the spray of bullets. Even the lowliest of crows will dodge your invisible fire half the time despite being directly above you, but there's no possible way to correct your aim because you can't see where you're aiming.

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  • Portrait of the Prince Pre-Persia

    Posted by John Constantine



    There’s something about seeing the physical inspiration for a fictional character that is both deeply exciting and unsettling. The pizza missing a lone slice, covered in tomato sauce and bubbling cheese, is downright creepy when you think about it as a basis for Toru Iwatani’s Pac-Man. Seriously think about it. That’s what Pac-man would look like if he was skinned! What does that say about Iwatani, or even me for thinking about it? Take good ol’ Mario Segali as another example. You can practically see the ghost of a red hat perched atop his mustachioed dome. Now picture him breaking bricks with his scalp and jumping on turtles. Sickly fascinating, no?

    I’m told this footage of Jordan Mechner’s kid brother has been floating around the net for quite some time, but today’s the first time I’ve ever laid eyes on it. Some twenty years ago, Mechner dressed the lad up in whites and then set him off running, climbing, and falling as a model for his seminal masterwork, Prince of Persia. Thing is, the boy looks exactly like the Prince in motion.

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  • On Renaming Characters: My Own Naughty Experience

    Posted by Nadia Oxford

    Mackey's post about re-naming RPG characters took me back to a special place. I admit I'm lazy about re-naming my characters these days, but there was a time when my habits made my parents fear for the monikers of their grandchildren.

    Actually, thinking about it, my mother mostly egged me on.

    I think there's some kind of karma going on for people who gave game characters swear-names. Recently I needed a video of Cloud in the Mako reactor at the start of Final Fantasy VII for a whimsical, memory-heavy blog post elsewhere. The only appropriate video had Cloud branded as "El Boner."



    Secret of Mana was my first Super Nintendo RPG. I named the girl "Bitch" because I'm creative and hilarious. After that, the the fate of each female character in subsequent RPGs was sealed. Nothing against the characters themselves. It was just tradition.

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  • For Love of the Game: The Legend of Zelda – The Shadowgazer

    Posted by John Constantine

    We could run a daily For Love of the Game feature on Zelda remakes alone. Zelda 1 with 16-bit graphics, Zelda 1 made out of Lego, two-dimensional Ocarina of Time, side-scrolling Ocarina of Time, Link’s Awakening running on Minish Cap’s engine, Twilight Princess dating sims, and on and on and on. People love Zelda, they always want more Zelda. But, and it’s a truth that’s taken a serious toll on the series, people tend to want Zelda exactly the way they’ve had it before, only slightly different. Fans aren’t the only ones who keep remaking Zelda; Eiji Aonuma’s been doing a bang-up job of it for almost a decade.

    More interesting than homebrewers adding a special blend of basement hops to the same old quest-lager are those adventuresome folks making all new Zeldas. The re-appropriation of yesterday’s art can yield both inspired results, as with Zelda: Outlands, and well-meaning but forgettable outings like Parallel Worlds. It’s especially rare to see a homebrew Zelda filled with original sprites and scenarios. King Mob’s The Legend of Zelda: The Shadowgazer, from the looks of this trailer, is especially becoming.

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  • Two Years In: The Wii's Feats of Strength and Its Disappointments

    Posted by Nadia Oxford

    The Wii is two years old this November. It seems like only yesterday a good friend kindly paid for my husband and I to accompany him to New York City and attend the launch. It wasn't all about shivering in a stationary line outside Nintendo World, however. I did have my picture taken with a giant Yugi Moto (see bio picture).

    To celebrate the Wii's terrible twos, game designer Brice Morrison has penned two articles. There's Two Years In: The Wii's Successes and the more frowny-faced Two Years In: How the Wii Has Failed.

    I'm going to argue against the Wii's "failures" because it's more fun to do that instead of agreeing with its successes.

    I recognise that the Wii has a lot of failings and untapped potential. Morrison is right when he says that the dreams we had of "virtual" gaming when the Wii's remote was first unveiled are still not realised (wait, I thought we were all yelling about motion controls being a stupid idea--I was personally very drunk that day so I thought my first glimpse of the Wii remote was just a pink elephant experience). I had a great time with the Wii remote in The Legend of Zelda: Twilight Princess, but third parties have merely been farting around with waggle control. DragonQuest Swords had the potential to be good instead of, uh, you know, shitty.

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  • Earthbound in 3D

    Posted by Bob Mackey

    With writer Shigesato Itoi calling it quits with the Mother franchise after Mother 3, it won't be long until we start seeing remakes--or maybe that's just wishful thinking. As charming as the original Earthbound (Mother 2) was, those 3D renders of in-games towns Onett and Fourside in Super Smash Bros. Melee were enough to make any EB fan squeal with glee. In my wildest of video game-related daydreams, I've often thought of an Earthbound remake, made completely in 3D, with the characters looking just like their little clay models did in the strategy guide.

    Some men dream, while others do; like YouTube user cswavely, who has painstakingly rendered a few of Earthbound's town in glorious 3D. Even with that whole new axis, they feel completely authentic to the original game's stubby sprites; but I'll let you judge for yourself:

    More videos after the cut.

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  • Not Quite 4D, But Close: The History of 3D Gaming

    Posted by John Constantine

    Videogames were born into a flat, two-dimensional perspective and they are bound to an inherently two-dimensional delivery system, but, from their inception half a century ago, they have been trying their damndest to simulate a bonafide world of depth. For half their lifetime, games have let us move into a world instead of just on it and, today, the simulation can be almost unsettlingly real. The racing tracks of Gran Turismo 5 Prologue, the jungles and glaciers of Crysis, not to mention Far Cry 2’s African savannah, all feel like our world, even when they don’t behave exactly like it. After all, cars tend to crumple when they run into other cars, and grass tends to bend and warp when you step on it. (Not to mention the lack of robots and aliens in real life. Oh, and getting shot will kill you, not force you to hunt for a medpack.) But even full fantasy landscapes like the lush solar-systems-in-miniature of Super Mario Galaxy create a familiar sense of space. It has been a long, difficult journey to get to this point, though. Edge Online is running a fascinating, densely technical, history of 3D in games and it’s an eye-opening read. The only thing missing from the overview is a footnote in gaming history, but is important all the same.

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  • Remembering Earthworm Jim

    Posted by Bob Mackey

    Once again, the Wii's Virtual Console has yet another game worth playing--and remembering--with this Monday's release of Earthworm Jim. I'm a little bummed that Nintendo's Virtual Console Superlabs (AKA a dartboard) decided to release the Genesis version over the superior SNES one; there may be an extra level, but the lack of colors and a decent sound chip kinda poos all over what's supposed to be a high-fidelity 2D experience. And make no mistake; EWJ is still a pretty game--especially considering what developer Shiny put out when they moved to 3D graphics in the late 90s.

    But before their fall from grace, Shiny was pretty respected; and the first two Earthworm Jim games were the reasons why. The sense of humor the games carried--while nothing new to the PC gamer of the mid-90s--was certainly fresh, even if some of the gameplay wasn't. If you had played any other Dave Perry-developed game before Jim, like Cool Spot or the completely overrated Genesis version of Aladdin, you're bound to notice a few similarities. All of Perry's 2D games have this sort of Bubsy-esque floatyness to them, and an overall cheapness that's masked by the amount of animation given to all the sprites--which was quite amazing in a pre-Metal Slug world.  For all of the care put into the visuals, though, both Jim games suffer from being terribly unbalanced from stage to stage.  It wasn't until I got a level select code that I was actually able to enjoy either game.

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  • Watcha Playing: Soul Bubbles Again

    Posted by Amber Ahlborn



    I get upset when I play a game that is really good, and really tanked on the market. I hate playing a game that some development team really believed in, to the point of setting it up for a sequel, only to know too few people bought it to keep the budding series alive. It angers me to see a game design that goes off the beaten path, bring to life a fun concept, only to have the consumer public ignore it in favor of the games plodding down the well worn trench of safe design.

    Why do good games fail? Poor to nonexistent advertising is one reason, being too original is another. Consumers are timid creatures, easily frightened by things that are different. Being sold exclusively at Toys R Us is also a reason for a good game to fail.

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  • Four More Games That ARE Awesome Remade In LittleBigPlanet

    Posted by Derrick Sanskrit

    The day we've waited so very, very, very long for is finally upon us. LittleBigPlanet is out. For real. No more delays or teasing. It's been fun dreaming up all the crazy stages we can build, so much so that we even wrote up what classic games we'd like to remake...twice! But now that the game is out, it's time to stop dreaming and start creating, and that's exactly what the clever kids over at GamesRadar did, building LBP stages of four of their favorite retro classics.



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  • Molyneux's Redemption?

    Posted by Bob Mackey

    If you asked me a few years ago, I never would've believed Fable 2 would be so highly-reviewed--or that I'd be having so much fun playing it.  Even the ruthless gang over at 1UP Yours likes Fable 2; in their latest podcast, they go so far as to recommend that you play it before the highly-anticipated Fallout 3--and that's saying something.  So, after a series of disappointments this decade, is Molyneux finally back in our good graces?

    Maybe; it's possible that he never left them.  Games like the original Black and White may be mocked and derided in the Disappointment Hall of Fame, but, if you do a simple Metacritic search, you'll notice that nearly all of Molyneux's 21st century games were highly regarded upon their release.  Hell, as of this writing, Fable 2 is pulling in the same Metacritic score as Black and White.  Metacritic isn't the best tool for judging the quality of a game, but something fishy's going on here.

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  • On Renaming Characters

    Posted by Bob Mackey

     

    As part of my generally anal-retentive gaming habits, I never rename characters in RPGs.  In my eyes, anything other than the original, intended names would be sacrilege; even at the age of twelve, you could find me correcting the all-caps names of my characters in Final Fantasy III to a more sensible case setting. For me, it's always been about immersion. As creative as I can be, it just feels so wrong to go against the designers' original choices, even when I'm given the option to change those choices. Maybe watching my stepdad play through Final Fantasy II starring my family warped me somehow--after all, he made me Kain.

    When I'm given an array of ready-to-be-names blank slates, I typically don't get too wacky. The guys are typically named after me and my friends, while the single girl character (there's usually only one) is reserved for my current girlfriend or possible girlfriend-to-be (god willing). I'll admit that games like Earthbound, with relatively personality-free main characters, also fall into this habit of mine, as do games like Secret of Mana, where I learn that the characters have names years after the fact--and also that these names are very dumb.

    In the era of voice-acting, renaming characters is no longer the norm. The awkward, off-putting, just-chugged-a-bottle-of-NyQuil conversations of Final Fantasy X were made all the more creepy by the simple fact that the other characters could not say Tidus' name--after all, you might've changed it. Years later, Dragon Quest VIII handled this problem much better; the name you'd chosen for your character still appeared in the written dialogue, but characters would say things like "my boy" and "guv'nah" instead of the offending proper noun. Here, I could name my character "Bob" and not worry about the consequences.

    So where does everyone else fall on this issue? I can't be the only one who feels compelled to stick to the original names I'm given, no matter how asinine they may be.

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  • The Weakest Link: Chrono Trigger and Chrono Cross

    Posted by Nadia Oxford

    Chrono Cross is the official sequel to Chrono Trigger, and I often wonder if it should have been. I really enjoyed Chono Cross: the graphics are beautiful, the music is stunning and the cast (even though it numbers in the trillions) is generally fun to hang with. As its own game, Chrono Cross is a Playstation must-have. As a sequel to Chrono Trigger, however, it's kind of off-colour. Following up Chrono Trigger with Chrono Cross is like eating a zuccini right after an ice cream cone. Both taste good, but for entirely different reasons that don't mix well.

    There stands an excellent chance that Chrono Trigger DS will hammer some hasty bridges between it and Chrono Cross, and I really wish it wouldn't. The Playstation re-release of Chrono Trigger (avoid avoid avoid) already established links between the two, so I fear it's too late.

    You may have noticed that I mouth off a lot about how the quality of game stories can stand to be closer to what you'd find in a book. I don't know if there has ever been an author who took over a beloved universe and promptly killed off its cast in the most half-assed manner possible in order to move in his roster, but if there is, I doubt he made any friends.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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