Tuesday, May 26, 2009

From the "It Can't Possibly Be Real" Files

In college, I took an Editing and Publishing course in which we were tasked with creating a mock catalog for our little mock publishing house as our big project for the class. We wrote a bunch of descriptions, shitloads of copy about 20 or 30 books, and it would've been fine but for that tint of fakeness that fake things tend to have when you know they're fake (or faked them yourself). I get a similar vibe from the following copy:

Someone is dog-napping the canine citizens of Chem City, Texas! Two tween girls overcome danger and conspiracies as they set out to solve the crime and administer justice with the help of a magical bracelet. As the girls battle the Mob, a punk gang and a crooked cop, they learn something about friendship, courage and the importance of hanging with the right crowd.
I don't even really want to link to the source. I mean, I will, but I'd prefer not to. I don't want to spoil what simply must be the most perfectly cliche-ridden paragraph ever written.

Sappin' My Sentry

Briefly, another game-induced dream: After hours and hours of Team Fortress 2 this weekend, rocking a spy-checker Pyro in 2Fort, I had dreams last night of an impostor Aaron Linde running around, talking to my friends and pretending to be me and such. Naturally, the only course of action was to set him on fire with my Backburner, follow up with the Axecutioner, et cetera. Do you have any idea how weird it feels to immolate and chop up, y'know, you?

Saturday, May 2, 2009

Shut Up and Talk

It's been awhile. Nevermind any commitments of actually returning to regular posting -- I've been busy, and will likely be busy again. Come to think of it, I'm still busy. I shouldn't even be writing this, or sleeping. I should be working.

But as it happens, I've been struck by something, and I need to vomit words somewhere about it. Sadly, Twitter only allows so many characters, and I'm much too inefficient a writer to be so constrained. Being that what follows concerns Shigesato Itoi's immortal Earthbound, I'll try not to tie that statement into a joke at Tim Rogers' expense.

So, Earthbound. I've talked too much about this game during the course of my career. Come to think of it, I've talked too much about this game period. I've been on podcasts about it, even faked my way through some investigative goddamn journalism over it. I wish I could stop. I wish I could stop. I can't stop.

One of my favorite things about the game is how it morphs into something new every time I play it, presenting itself ready for another romp and dissection. In my most recent travels through Onett and beyond, I found myself obsessing over the transition made by Ness and crew from fleshy humans to cold, steely robots near the end of the game. They do this because, as you may have heard, meatsacks can't make a leap through time intact, don't you know. The decision, like most major plot pitstops in Earthbound, is made unceremoniously. Why sure, I'd love to have the essence of my consciousness extracted, planted into a robot and sent hurtling into the past to square off against an intergalactic, shapeless, incomprehensible horror, a being of such infinite malice that you can't wrap your mind around his very existence. Wasn't I fighting hippies and animated trees some four or five hours ago?

Yes, the game does jump the shark a bit in terms of gravitas near the endgame, but that's always been something I rather liked about Earthbound, and not what had gripped me about that particular moment in the narrative. Rather, I was hung up on Earthbound's peculiar inability to determine whether or not its principle cast were mute or not.

There's really nothing worth dwelling on about The Mute RPG Hero, it's a worn out topic. Yeah, lots of heroes didn't talk in games back in the day, big deal. Where Earthbound is significant is how silent the heroes feel by virtue of the fact that, occasionally, they do talk -- but never to one another. They address the party, be it only Ness, or Ness and Paula, or Ness and Paula and Jeff. Poo, being the last party member to arrive during the course of the narrative, is never spoken to. The threshold, it seems, is this: If you're not an active member of the party, you're an NPC and may address the group. But once you're a part of the battle menu, shut your goddamn mouth and get to adventuring.

These are characters with backgrounds. Even if they're somewhat weakly developed, they're only as superficial and as fleeting as the rest of the game tends to be—characters don't stick around long in Earthbound. But beyond the introductions of the principle cast members—Hi, I'm Jeff, I came to help you because I heard your prayer, let's get this show on the road, destiny, et cetera—nary a word is spoken between them.

There are a few exceptions, though, and one particularly interesting one. In the Deep Darkness, near the entrance to the Tenda Village, the party encounters a ruined pile of what used to be a helicopter, commandeered by Pokey on the top of the Monotoli Building. When you examine it closely, Jeff actually speaks, and explains to the party that he simply can't fix it. Jeff's not remarking on his departure, as Poo does when he leaves the party temporarily to study a new PSI ability—he simply speaks his thoughts. In Earthbound, that's ridiculously rare.

So what are Earthbound's rules? What would compel Shigesato Itoi and his scenario scribes to keep the cast silent when faced with incomprehensible horror but pipe up when someone has to fuck off with a PSI study buddy or remark on a ruined helicopter?

Part of me likes to romanticize the idea, and suppose that Ness and company—in the face of destiny and irrefutable prophecy—never thought to question the challenge before them or wonder aloud, "Why the fuck am I supposed to do this?" That's not how a kid's mind works, the romantic part of my brain asserts. When a time-traveling bee warrior tells you to defeat a space tyrant, you just do it. But this is a very unlikely explanation.

Rather, it's probable that Itoi and his designers never established a hard-set rule. Perhaps there simply wasn't enough time to work on developing interpersonal connections and relationships between the party members, except for those moments of crucial exposition—like "I can't fix that goddamn helicopter." But that notion, that specter of deliberate design choice that hovers over the title, is what makes Earthbound a joy to revisit, no matter how old and stupid I get, no matter how small my attention span shrinks.

On an unrelated note, why in the hell does every M-rated game have to be showered in naked tits these days?

Monday, December 29, 2008

A Piece of Today

Is it the name? I guess it makes sense that a song called "'84 Pontiac Dream" seems appropriate when paired with cars—makes a great driving song, too.

Thursday, December 18, 2008

The Secret Lives of Games Journalists

Two weeks ago:

Ashley: God, I need to buy his gifts. And yours!

me: Nein! No gifts for me.

Ashley: Yes!

me: Nein! I hate everything. I hate things. I mean, I don't, but pretend I do as to dodge the possibility of you getting me a present.

Ashley: But it's your birthday too.

me: Hey, wait, here's an idea. You and Anthony pose for a picture wearing the most gentile, suburban clothing possible -- like, sweaters and shit -- in that standard portrait pose, where you're both looking away from the camera and smiling all big and shit.

me: And email that to me. That'd be an awesome present.

me: Gift me your embarassment!

Ashley: Anthony is down with that.

me: Wait, what?

Ashley: We're totally going to do it. Anthony is excited.

me: Seriously? You have to wear really gaudy clothes, though. Christmas sweaters, if at all possible.

Later that day:

Ashley: We're going to get like, real pictures taken. Like at a studio.

me: ... You're fucking shitting me.

December 18, 2008:

That's right -- Anthony Burch and Ashley Davis, of the internet. Maybe the holidays aren't so bad.

Tuesday, December 9, 2008

Don't Ask Questions

It's funnier if you don't know. STRAW. (And those glasses!)

Monday, December 8, 2008

By Lamplight

This is sort of what I was talking about yesterday, although unlike G-Cans, this isn't a real place—not yet, anyway. It's a proposal for a park commemorating the Tangshan earthquake in China, 1976. The swing lanterns, according to some fellow what wrote about it, are intended to symbolize hope and remembrance.

I'd like to tie this into gaming some how, but really, I've just been thirsting for visually stimulating things lately, imagery that straddles the membrane between reality and the not-so-much. So maybe I'll just post crap like that every now and then—if, by my own definition, I must tie stuff into gaming, let's simply suggest that this imagery could serve well in a game of some sort.

Now that I think about it, Chrono Trigger had one hell of an iconic lamp -- every now and then I'll spot a Victorian lamp and think of Gaspar and his bowler, the subtle nod and the "Hey."

Sunday, December 7, 2008

Monuments

I know for a fact that G-Cans -- the cavernous subterranean tsunami discharge system beneath Tokyo's suburbs -- is real. I know people who know people who've been there. I've even touched one of them! (She didn't appreciate it.) But it only takes so many years of untempered consumption of visual media before you start to think that almost every breathtaking image was conceived in the deepest dreams of an art staffer.

Like Fine Wine

I know that nostalgia's in no short supply on THE INTERNET, but antiquated technology is strangely beautiful when viewed en masse, ain't it?

My father used to have a Texas Instruments TI-99, which came equipped with a hulking ROM cartridge bay just right of the keyboard—a gaping maw that simply demanded data of the hardest sort. It was a beautiful machine, and the first computer I ever laid hands on.

It's no wonder, though, that so many kids my age flocked to the Atari, Sega Master System and NES when those consoles were released in their age. PC gaming definitely existed back then, even on our behemoth TI-99—but the usability curve was such that to gaze upon it was to realize your limitations as a barely-educated 7-year-old boy. It took me at least ten minutes to realize that BASIC wasn't a video game.

Holy shit—some swift Googling has shed some light on our wee TI-99 library. Alpiner! With its angry birds and fuck-off skunks, Alpiner taught me to fear nature, which probably explains why I work in IT.

Part of me always feels a bit jealous when I hear colleagues talking about how badass it was growing up on Odyssey and Commodore 64 and the MSX. But in retrospect, maybe I had the upper hand—after all, I had Bill goddamn Cosby on my side.

Thursday, November 6, 2008

A Lazy Bastard Reviews... [#2]

Fallout 3!
How many times can an exploding skull make me cackle like a vicious 11-year-old? I don't know. I lost count.

LittleBigPlanet!
Please, please, please let Beta participants skip tutorial sessions next time, MM. My love of Stephen Fry cannot conquer the hours of tutorials between me and legitimate level-buildin'. That being said, it appeals to the side of me that likes things that are adorable—a side of me that doesn't get out much these days. Gears 2 ain't exactly cute.

Valkyria Chronicles!
Only just got this one—today, actually—and I'm still waiting for it to ramp up. The battle's intriguing, save for one element in which the logic of the world seems recursively cruel: Enemies won't shoot at you 'til you're in motion. Your turn starts and you select your unit, and God help you if a load of jerks have taken up residence in a semi-circle of death around you. "He's on the move! Should we shoot him now? Okay!"

Left 4 Dead!
Played the game proper at Valve last Thursday with some old homies, got my grubby hands on the demo today. Even under less-than-desirable circumstances (meager desktop computing power, obnoxious roommates), it still managed to impress. But fuck the Witch. Seriously. That shit will haunt me for weeks.