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  • Splatterhouse Developer Bites Back

    Last year's announcement of a new Splatterhouse game was unexpected, but exciting; the revival even got an EGM cover, for crying out loud. But recent developments for the slightly-obscure franchise have been less than promising; with developer bottleRocket losing custody of the game to Namco-Bandai due to a "performance issue" claimed by the developer, the fate of Splatterhouse isn't looking so good. With such a vague explanation of why the game was literally ripped from bottleRocket's hands, it's hard to remain optimistic about the future of the Friday the 13th-inspired brawler.

    But it may be a little misguided to blame bottleRocket for the state of Splatterhouse; a recent statement from the developer given to the fine people at GamaSutra indicates that Namco's issues with their work on Splatterhouse have been greatly exaggerated--or just plain made up.

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  • Alternate Soundtrack: Noby Noby Boy vs. Daft Punk

    As John previously mentioned, Spring is in the air here in New York. Coats and coffee have been replaced by t-shirts and...well... some people still have coffee. I've been rocking the cranberry juice myself. With all of this new life in the air, I find myself returning to my summer lover, Alternate Soundtrack, and where better to begin than with Bandai Namco's newest Springtime insta-classic, Noby Noby Boy.



    As I'm sure you know, because you're all just that well-informed, oh wonderful 61fpsers, Keita Takahashi's Noby Noby Boy is a game all about relaxed play. In fact, the game's title is a pun on the japanese words for "loose" and "stretch," much like how the original Katamari Damacy was a visual pun in that the two kanji were nearly identical, but I digress. While Katamari was notorious for its ridiculously catchy and enthralling soundtrack, Noby's is much more subdued. Introductory tuba and bells clear the path for sedate acoustic guitar plucking. That's about it. Thankfully, Noby uses just about every feature of the PS3's Cross Media Browser, including the ability to play music from the hard drive, allowing you to make your own soundtrack with incredible ease. I found that the game works wonderfully with Daft Punk's Discovery.

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  • Bad Games With Good Music: Eternal Sonata

    Fun fact: I'm such a video game music nerd that I'll usually slog through the worst of experiences if the tunes happen to tickle my fancy. This should serve to explain why I spend so much time with mediocre titles better left unplayed--and also why I keep the contents of my iTunes library far, far away from people who respect me.  One game this past summer is a perfect example of this phenomenon: Namco's Eternal Sonata, a pretty-yet-underdeveloped JRPG with one of the more embarrassing plots I've ever had to sit through.  Because I've played many Tales of games, I was familiar with composer Motoi Sakuraba's previous work; though most of the time I found his soundtracks to be a little too droning and bombastic for my tastes.  I guess it shouldn't be too shocking to find out that a game about one of history greatest composers would have such a fantastic soundtrack, but I was definitely surprised and highly impressed by Sakuraba's work on Eternal Sonata.  It's kind of a shame that this soundtrack might get overlooked in the future, what with it not being in Sakuraba's top-tier Tales of and Star Ocean soundtracks, but it's definitely worth a listen.

    Here's a little sampler of the music from the first disc of the Eternal Sonata soundtrack. If you'd like to find more, you'll probably get more results by search for the game's Japanese name, Trusty Bell.



    Related Links:

    OST: Mother
    OST: Chrono Cross
    OST: Everyday Shooter

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  • Your JRPG Narrative is Bad and You Should Feel Bad

    I recently gave up on Tales of Symphonia: Dawn of the New World a scant four hours into my experience for one reason alone: the game was literally stabbing me in the brain with its narrative.  It's not that DotNW's story was exceptionally bad; actually, it was delightfully mediocre, which is really all I can ask for from a JRPG these days.  The biggest problem, you see, is that DotNW's stopped to show me its accursed story about every 5 seconds, like an attention-starved child waving a macaroni art project in my face.

    "Yes, I see. Very nice. Daddy's trying to play his game now."

    Listen up, JRPG developers: the stories you're trying to tell?  They aren't necessarily worth telling.  In fact, I can really only name two RPGs in the past decade that've had stories which ranked far above "serviceable:"  Final Fantasy XII, and Mother 3--note that the latter of these two was written by an actual writer.  I may come off as kind of snobbish with this post, though I think that just comes with age; there was a point in my life when I thought RPG plots were totally tubular, but that was back when I was in high school.  Turning into a cranky old man has given me the benefit of perspective; through experiencing a number of excellent narratives (across various media), I've obtained standards that I can't quite drop.  (Also, I need some way to justify my expensive BA.)

    The problem of lousy narrative is a pretty big hurdle for JRPG developers, but I've taken the liberty of coming up with some easy-to-follow and unsolicited solutions.

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  • Whatcha Playing: Tales of Symphonia: Dawn of the New World

    I've probably blathered about this before on 61FPS, but the original Tales of Symphonia marks the most time I spent with a game during the last generation of consoles. I spent over 100 hours milking that game for all it was worth, and I don't regret it at all--though, to be fair, at the time I was living at home and only marginally employed.  So when a semi-sequel to one of my favorite games snuck up on me, I had to check it out; and while common sense told me the my disappointment in Tales of Legendia and The Abyss may indicate Dawn of the New World's quality, I decided to pick it up anyway.  (I'm a weak, weak man.)

    As a sequel to Symphonia, Dawn of the New World is a pretty shameless cash-in full of recycled assets with a decidedly last-gen look. But, in coping with its shamelessness, New World has some interesting qualities; namely, its status as a direct successor to a previous RPG. Outside of stuff like FFX-2, you don't find games like this too often--most RPG sequels usually end up taking place 100 or 1000 years before/after their previously-released games.  Not so with New World; the events of Symphonia are in the not-too-distant past, which actually explains the state of the in-game world.  Turns out that 100-hour quest from Symphonia actually made things worse, and managed to turn Symphonia-protagonist Lloyd into a ruthless killer. Go fig.

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

    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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  • Low-Rent RPGs: A Good Idea

    Tales of Symphonia was how I spent the summer of 2004, and, along with Dragon Warrior VII and Persona 3: FES, is one of the very few games I've spent more than 100 hours playing. I've known for a long time that a sequel to Symphonia would eventually be hitting the Wii--but I must've not been paying attention, because Tales of Symphonia: Dawn of the New World comes out next friggin' month. While I figure out how to take a leave of absence from graduate school, wet your whistle (or any woodwind instruments you have lying around the house) with the official English trailer:



    I'll say right now that the Tales games have a pretty low batting average; on the whole, about a third of them are worth playing--and out of that third, only a few are truly excellent. I've actually been a bit disappointed with the series since Symphonia; Legendia--despite having what may be the world's greatest RPG soundtrack--was a major step down, and Abyss was fun until my experience was throttled by constant, inescapable load times. I'm still not certain if DotNW will suck on toast, but at least one thing is clear: I dig Namco's approach.

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  • Klonoa's Truimphant(?) Return

    Klonoa: Door to Phantomile, a mostly-forgotten mascot platformer for the PSX, may be far less forgotten in the not-too-distant future. 1UP reports that the first--and admittedly, best--Klonoa game will see new life on the Wii in a fully-refurbished remake this December, which is great news--for Japan, anyway. Not only will this remake excise the game's lousy pre-rendered sprites; everyone who missed Namco's mascot of indeterminate species back in 1997 will finally get a chance to see why they should regret all of their decade-old mistakes.

    Here's a video of the original game in action, lest we've forgotten:



    I've always held a bit of disappointment in my heart for the general failure of the Klonoa series; despite the furry trappings, the first game was a whimsical adventure with a seemingly contrary bittersweet--and slightly depressing--tone. And the economy of effective storytelling fit in well with the game's deceptively-simple puzzle-platforming mechanics; Klonoa is a solid little game, and very similar to the 8-bit 2D platformers that undoubtedly inspired it.  Unfortunately, the series was launched at a time when 2D vs. 3D was a common argument, back before people realized they could live together--kinda like Ebony and Ivory (ask your parents).

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  • Ready? Okay! Wii've Got Spirit, Yes Wii Do...

    There was one male cheerleader in my high school, and every time I saw him in routines at one of the mandatory pep rallies all I could think was "I could do that so much better than him!" I wasn't scared of being a cheerleader either, I just couldn't stand that being a cheerleader would require me to A) attend sporting events and B) display school spirit.

    Well, Namco Bandai's We Cheer may just be the game to earn me my long overdue varsity letter. These three gameplay videos from E3 make the Wii cheerleader sim look a lot like a cross between Polly Pocket at Elite Beat Agents.

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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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