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  • Less Than Perfect: Jak and Daxter and The Flawed Character



    On last week’s GDC ListenUp special, the three amigos John Davison, Garnett Lee, David Ellis, chatted with God Of War creator David Jaffe about the dominance of empowered supermen/women as protagonists in videogames. Their discussion started around the difference between Western and Eastern tastes in protagonists. The American palette leans towards the militaristic hero archetype, the one man, muscle bound army who, plagued by existential angst or not, can solve every problem with brawn. The Japanese audience prefers youthful androgyny, characters either brimming with naïve confidence or crushed under the weight of responsibility for civilization. The ListenUP crew went on to lament that there is seemingly no place in either culture for the Peter Parker/Spider-man archetype, characters who are empowered, but deeply flawed, whether by insecurity or another humanizing debility.

    They’re right of course. I can point to a selection of flawed, humanized characters in games; Oddworld’s Munch and Abe are iconic inhuman outsiders made relatable through fragility and Ico’s horned protagonist is so memorable because of his incompetence and weakness. Gaming’s more literary canon, the adventure genre, is also populated by relatable humanized leads like Farenheit’s Carla Valenti and Lucas Kane or Dreamfall’s Zoe. But these icons make up a significant minority in the world of character-based and narrative-driven videogames. If Peter Parker and his alter-ego are the most profitable fictional characters in contemporary media, why are characters like him so under-represented in videogames? Why are our game protagonists so rigidly defined by complete empowerment? Where are our emotional, and our actual, cripples?

    Read More...


  • Reminder: Nintendo of Japan Still Gets All the Nicest Things

    Nintendo president Satoru Iwata's keynote today was actually pretty nice. We got the long-awaited Wii storage solution, confirmation and reveals of a bunch of downloadable titles, the reveal of a new DS Zelda game, and some insight into just how creepy Shigeru Miyamoto really is to work with. As ecstatic as I am to see Nintendo committed to promoting Rhythm Heaven in America (my early pick for "game of the year"), it's still hard not to envy Japanese Nintendo fans. Of course they get many of the best games we never do (Captain Rainbow) or get very late (Professor Layton...still waiting on either of the sequels), and there are a few times when the tables are turned (Japan will likely never get MadWorld), but Nintendo of Japan just gets to do things that Nintendo of America would never dream of. Japanese Wiis can control television browsing and order business cards with your Mii on them. Nintendo of Japan even sponsors an annual student game developing seminar, 10 months of programming, sound and graphic design training for forty lucky applicants, with the best of the final student games distributed at Nintendo download centers. Not only do we in the west not get a program like this, we don't even get to enjoy the fruits of their awesome labors.

    Just take a look at Fufu Kirarin, one of the games made available from the class of 2008

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  • Roundtable Discussion: The Relevance of Japanese RPGs



    Roundtable Discussion takes the intrepid 61FPS blogging team and pits it against itself in the search for deeper truth. The moderator for today is Bob Mackey.


    This week’s conversation deals with the mythical and possibly endangered beast known as the Japanese RPG. The genre really seems to be suffering during this generation, for two major reasons: 1.) escalating development costs due to the new necessity of high-polygon, HD resources and 2.) developers’ inability to combat the most damning problems of the genre. Over the past few years, we’ve seen quite a few JRPGs hitting the shelves that feel half-finished at best; and even when a fully-realized JRPG comes along, I worry that the absolutely abysmal pacing the genre is infamous for will end up sucking all the fun out of what could be a fantastic game. To start us off, I have two basic questions: 1.) What does the genre need to do to become interesting again, and 2.) what do you think it will do?

    On a side note, the only RPGs I’ve been interested in lately have been ports of remakes of classics. Is this a sign that the genre is becoming antiquated and only accessible to those (admittedly, quite a few at this point) with an understanding of its unique grammar?

    Read More...


  • Live Action Mario Madness and the Culture of World 1-1

    The games industry can be a pretty volatile place. When things get rough, I ask myself if it's worth it, if I shouldn't be involved in a field that contributes more to the well-being of mankind in general (elephant racer).

    Happily, I am often thrown a reminder of why I love games writing at the most crucial times. I love game culture. I love experiencing how games make people talk, think and act. Humankind has always needed leisure activities after coming down from a hard day at the office, the factory, or the Great Mammoth Hunt. There is a lot of truth to All Work and No Play, and video games can serve up that vital relaxation as effectively as television, music and movies.

    Certain games are also as capable of entering mainstream culture as movies and television shows. Here's a Japanese re-enactment of Super Mario Bros using puppets and black screens. You've seen this kind of thing before, but Super Mario Bros, particularly World 1-1, is so ingrained in our culture that everyone recognises the game and enjoys different interpretations on it.

    And even if you don't get as weepy over game culture as I do, watch this video for a most bizarre cameo by a Japanese Obama impersenator.

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  • 10 Games Nadia Played In 2008 Instead Of Working: The World Ends With You

    If my organs don't randomly decide to leap out my mouth and run down the street before I finish my Top Ten Games for 2008, you'll come to notice that I have a lot of Nintendo DS games put down as personal favourites. Could it be that I ride the subway often enough to feel like the kin of the Morlock? Mmmmmaybe.
     

     
    The World Ends With You was probably the nicest surprise of the year for me. I cared very little for the game when it was in its development stages: one gaggle of Kingdom Hearts fangirls is all it takes to forever spoil your appetite for Tetsuya Nomura.

    So when I accidentally found myself with the game for review purposes, I threw a sulk in the style of The World Ends With You's orange-haired protagonist. He even started the adventure with an inner monologue about how the world in general could descend into Hell for all he cared, waah waah, Linkin Park.

    I'm a sullen bitch who bites people on the ankle when they prove me wrong, but it was a joy to discover just how wrong I was about The World Ends With You.

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  • A Treasure Trove of Free Japanese Goodies

    It’s not often that you stumble across a find like this. Last week, while no one was looking, a fan translation group called insani held a festival titled al|together 2008. During this festival, they released no less than six fully translated, 100% free Japanese games, hand-picked from the best of the Eastern indie scene. And hoo man, some of these things are good.

    I hesitate to call them “visual novels” because I know that people read that and think Anna Karenina but with giant anime eyes and clicking instead of page turning. These games are not like that (okay, there are giant anime eyes. Whatever.). The first one, From the Bottom of the Heart, is five minutes of perfect localization. The second game, Crimsoness, is three minutes of pure, delicious crazy, fairly interactive and worth playing multiple times. I can’t even describe it, you really just have to give it a go.

    I’ve not even gotten to what insani calls “the crown jewel” of the festival, Moonshine. I’ve been way too immersed in all the other goodness that’s on offer. And if half a dozen games isn’t enough, the website also peers deep into the process, with notes on the original Japanese game creator, the translator that took on the project, the extensive peer review each game had to undergo. It’s all just so…passionate.

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  • Overworld: Yakuza

    Overworld examines how one game or series establishes a unique sense of place.

    I’ve never been to Japan. But having played the Yakuza franchise, I can say that…I still have no semblance of what it’s like to be in Japan. But I do have a strong sense of a picture of an urban Japan, of what the leaders at Amusement Vision feel the cities must be like for a haunted, violent criminal. It’s an affecting place, one the hangs an ever-present melancholy over the game.

    It’s not so much a visual thing, though the graphics do combine technology-limited photorealism with broad splashes of the anime aesthetic for a look that is recognizably Japanese. It’s also not just about the meaningless street violence, of which there is plenty—that exists more for the sake of story progression, though it naturally colors the experience of the environment as well.

    But it’s more about the little things, what Yakuza will and will not let you do as you interact with the world, that gives its urban Japan its lonely, oppressive feel. Let’s look at what you can do: you can eat, partially to heal up, but mostly for the experience of eating while facing an empty chair. You can drink, for seemingly no reason, again with experience (and a chatty bartender) being the sole incentive. You can play video games, in an arcade, alone. You can watch videos, some of them dirty, in a small room alone. You can pay a young lady to be your friend. You can be paid to be somebody else’s friend.

    Now let’s look at what you pointedly can’t do: talk to most of the people on the streets. Of the ones that will talk to you, most will fight you; there’s no avoiding this, other than to avoid these people entirely.

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  • Too Soon? No Nukes for Japanese Fallout 3

    In a move that's somehow less surprising than Fallout 3 actually coming out in Japan, some sensitive content has been removed from Bethesda's FPS/RPG hybrid for the sake of our Eastern friends. Kotaku reports:

    Developer Bethesda has made changes to the Japanese Fallout 3. The side-quest The Power of the Atom has been changed. Non-playable-character Mr. Burke has been taken out of this side-quest, removing the option of detonating the nuclear bomb. That's not all, the name of a weapon was changed as it was deemed "inappropriate" for Japan. Smart money says the weapon is mini-nuke launcher "Fat Man" for obvious reasons. The online reaction from the Japanese users seems to be largely disappointment to these edits. Fallout 3 goes on sale in Japan this December.

    It's easy to get up in arms about censorship, but there's some significant historical baggage that's a good justification for this cut content. While it's a bit odd that the very premise of the game--a nuclear war-torn future--would fly in light of certain events in Japanese history, people generally find it easier to get hung up on the more specific, immediate things.  The overall reduction of violence in the Japanese version of Fallout 3 (mentioned in this news story) also makes me believe that Japan's days as a haven for fucked-up media have long since passed.  There was once a time, in a decade not long before our own, when you could stumble into a dorm room, see something completely wicked on TV, and ask your marijuana-addled peer "What the hell are you watching?"

    One answer would suffice: "It's from Japan."

    Read More...


  • Online Divorce and Murder Reminds Us Of Humanity's "Special" Members

    I have only attended one "online wedding." It was some years ago when I played Ragnarok Online. The bride and groom exchanged vows, and in lieu of breaking a wineglass, the mod summoned Baphomet and let everyone go to town.

    I had a good time (and I was killed and resurrected enough times to make Jesus blanch), so I can't entirely dismiss online weddings as useless fantasies designed for lonely people who are destined to paw at each other through their monitors forever. Still, I would have loved to observe the initial reactions of the police officers who were put on the case of the Death of the Virtual Husband.

    I'm just having fun trying to envision their faces. Twisted with repressed laughter? Disbelief? Despair for the human race in general?

    See, a 43-year-old woman in Japan "married" the Maple Story avatar of a 33-year-old office worker. They seemed to live in digital marital bliss for a while until, I dunno, someone's nether regions ran out of MP and couldn't summon the Sugar Fairy of Eroticism. The groom broke off the relationship, but he neglected to change his password, leaving his avatar wide open. Hell hath no fury...

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  • The Dividing RPG: Secret of Mana

    Squaresoft's Secret of Mana will be coming to Virtual Console this September, probably as Seiken Densetsu 2. It's probably a good thing Square-Enix didn't try to reshuffle the Mana titles when they came to America. Re-numbering Final Fantasy already requires more math than I want to do outside a school setting.

    (Yes, I was a dunce, and I still am according to expert testimony.)

    Secret of Mana's VC revival got people a-muttering on message boards and IRC. And I was shocked and appalled to learn that there are people out there who care not for Randi's pastel-coloured adventure to find a giant tree.

    They called it dated.

    They called it boring.

    They called it buggy, and "buggy" is actually being generous. By all programming logic, every copy of Secret of Mana should have imploded on the store shelves.

    I might be biased. Secret of Mana was my first RPG outside of the Dragon Warrior/DragonQuest series, so it wasn't too hard for me to be blown away by the harrowing story of an orphan who was fathered by a sword.

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  • Ne, Rokkuman! Yaranaika?: The World of Hayadain

    Yesterday afternoon, our hero John Constantine became frightened and confused when he inadvertently discovered Mario and the Western Show. In this jaunty showtune, which is set to music from Super Mario World, Super Mario and his nemesis Bowser haggle back and forth over which one of them loves Princess Peach more (and Bowser picks his nose hard enough to make it bleed). Both seem oblivious to the fact that Peach wants neither of them. In fact, she sounds like she's on the verge of initiating that sexual harassment lawsuit that should have been filed years ago.

    Mario and the Western Show is written by a Japanese remixer named Hyadain. Whereas America treats its video game remixes with the awe and dignity you'd expect with a revered hobby, Japan's remixes tend to be a bit more silly. Hyadin has become especially famous for cutting loose and giving us beauties like The World Warrior.

    The World Warrior features the cast of Street Fighter. Each fighter sings about what motivates them to get their face stepped on by M Bison. True to the series, Honda says, ”Sumo is the greatest fighting style in the world!” When is someone going to conjure up the stones to tell the dude that he's the #1 choice of n00bs? Nobody who doesn't want to be sat on, I guess.

    Other delights by Hyadin include Appearance of Golbez's Four Lords of the Elements and (oh God) CRASH! Let's Do It!, which is Crashman's love song to Mega Man. Don't act disgusted, you only wish you could make love to your hero while Airman fans you gently.

    Read More...


  • Games We Will Never Get to Play: River City Ransom Online



    I like to talk about how freaky-deaky Japan can be, but that doesn’t change the fact that I love their stuff. All of their stuff really; games, literature, music, animation, toys, food, hair, etc. You name it, Japan probably has a really weird version of it that also happens to be sweet. What’s problematic is that, when it comes to videogames, many Japanese titles tend not to leave the country because of the potentially limited audience they would have in the Western world. This isn’t nearly the problem it was fifteen years ago, but we still tend to miss out on a lot of unique treasures. River City Ransom Online for PCs, announced in the new issue of Weekly Famitsu, is going to be one of those treasures we never get to touch.

    Read More...


  • Know Your Final Fantasy IV Trivia. It Could Save Your Life.

    For such a seemingly primitive game, Final Fantasy IV is pretty damn difficult to talk about. There are so many incarnations, I don't know who I'm going to offend if I let slip a "Final Fantasy II" instead of saying "Final Fantasy IV."

    (My maternal grandmother has already written me out of the will. It's a goddamn shame; I really wanted that Donkey Kong doll.)

    Back when the Internet had that new car smell and it still belonged to Trekkies instead of macro cats, there was a good deal of information to be found on the SNES version of Square-Enix's classic. Specifically, we discovered that "Final Fantasy II," henceforth referred to as Final Fantasy II US, was a dumbed-down Final Fantasy IV. Items were homogenised, character skills were missing (what, would a crowded command menu make us quiver in confused terror a second before our heads exploded?) and enemies were nerfed.

    It was enough of a shock to learn that Square-Enix was holding out on Fantasies, but discovering that we had the version of the game that had been cut into small pieces for Japan's "special" players was especially insulting. It was a kick to our souls' asses.

    So for years we scorned the fact that we'd been given Final Fantasy IV's "Easytpe". Or...had we?

    Read More...


  • FMV Hell: Lunar, The Silver Star

    Time once again for a brief look at the Sega CD games that made us women and men (if you're currently a twenty-something, I mean).

    The full-motion video in games like Lunar, The Silver Star is unique stuff for a few reasons. First, it was an unfiltered assault of glittery, shojo-eyed anime during an age when most game localisers struggled to hide any cultural evidence that video games indeed come from Japan. Of course, Working Designs is still known for taking some, er, extreme liberties with their own translations and localisations, but by God that's another tome for another night. All you need to know is that Lunar saw its US release in 1993, ages before Pokemon made anime mainstream (bonus fact: anime became mainstream in Canada in 1996, thanks to Sailor Moon recieving an after-school time slot).

    The intro for Lunar is also made special by its...lack of animation. Maybe we were too busy drooling on the television screen at the time, but when you watch Sega CD intros in today's age of a thousand frames per second, you begin to notice that the "cut scenes" that wowed us over a dozen years ago are little more than kindergarten-grade cut-outs with pinned, movable limbs.

    Read More...


  • Trailer Review: Idolm@ster PSP



    Japan. We have been over this. Many times. Stop being so damn weird or we are going to stop liking your stuff.

    Read More...


  • Trailer Review: Infinite Undiscovery



    Japan, look. I haven’t said anything about this, mostly because I like your stuff and I was trying to be nice, but this is the last god damn straw. People do not need to yell everything they do. When people walk down the street in polite society, they do not say things like, “MARVELOUS STEPS FORWARD!” This wasn’t a problem in your games ten years ago. No one use to say anything at all. Now I can’t even enjoy a 2D platformer on DS without some giant-eyed tween screaming about his stupid special moves. I want to be excited about Infinite Undiscovery, I really do.

    Read More...


  • This Just In: Japanese Gamers Perv Out At A Young Age

    ...kind of. According to Kotaku, 2.8 percent of Japanese fifth graders play erotic games.

    Read More...



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about the blogger

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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