Wednesday, October 31, 2007

What is Hype? Baby, Don't Hurt Me

Anything that's surrounded with hype is leading a damned if you do, damned if you don't type ordeal. What I mean is, there's always going to be negativity when there's a surplus of positive encompassing something. What you're left with is a product that's either devoid of positive attention, or an embodiment of fulfillment.

What I'm rather ambiguously referring to is the impending release of Super Mario Galaxy; a product that was relatively low-key (in regards to the so-called "hardcore gamers" that make up the majority of game messageboards) until about a week or two ago. It's now, rather suddenly, struck a chord with gamers' hearts and is being hyped into the stratosphere. Of course, as I already mentioned, there will be fallout once the game's out. There are always jaded people that will go in with a particular mindset (game will suck) and will come out with that same mindset.

The last time I've particularly witnessed a game receiving this kind of attention (at least, this year) was with BioShock. BioShock turned out to be a rather good game, but the gaming press christened it as some pious deliverance from God. As much as I don't want to generalize, but, I will, it was a streamlined System Shock 2. Now, don't get me wrong, it was easily one of the best titles that I've played this year, and likely will be in my top 5 or 10 for this year. However, given what it was hyped to be, and given what the end result was, it was disappointing.

BioShock's hype came as a manifestation of a demo released on Xbox Live about a week prior to its retail release. This demo took player's through the first "area/stage," so to speak, and that first area is phenomenal. You're left with a modicum of options initially to attack enemies with, but it's still a very satisfying experience. That, coupled with the broken street date (chosen date of release assigned by the game's publisher) by Toys R Us, instigated a frenzy of decidedly impatient, anxious, and ravenous gamers.



Cue Super Mario Galaxy. Why has this game been hyped suddenly? What was the catalyst that caused for this game to be the spotlight of attention? Coincidentally, a demo. It isn't exactly unfolding in the way BioShock had, but Super Mario Galaxy's attention of late can likely be accredited to the GameStop demo for it. The full retail game was shipped to GameStop's nation-wide last week, three weeks before the game's US release. It's no surprise that it's managed to leak onto the internet, too, so that's another factor in this amalgam of hype. It also had its Japanese release just yesterday, and import copies are arriving to some of the gaming press to fiddle with before they receive their review copy. Review copies have, apparently, already been dispatched and should be received in a day or two, if not already. I digress, though, it's this combined with the absolute heaps of positive press the title is receiving. A UK game magazine, GamesTM, reviewed it and called it "the best 3D platformer ever." That is quite the accomplishment, given that Super Mario 64 is largely regarded as the holder of that title. Positive press is also the second parallel between Super Mario Galaxy and BioShock. People are itching to get this title in their hands, and there's still another two long weeks left.

Well, that was a rather lengthy exposition. I realized something last year when Super Mario Galaxy was first shown at E3 2006. It's something that was, surprisingly, blind to me, and I'm not exactly sure why. I think that Super Mario is probably my favorite series, and I can recall my most fond gaming experiences ever with it. Super Mario 64 was a title unlike any other, and the awe and enchanting effects that game held over me will likely never be reproduced. The pivotal transition from 2D to 3D was one unlike any other. Super Mario 64 is a title that, at the time, I didn't appreciate for more than just, "HOLY SHIT, THIS GAME IS 3D AND I HAVE FULL CONTROL OVER MARIO. THIS IS SO MUCH FUN." Looking back, the game's level design, creativity, ingenuity, and just sheer wonder was beyond anything at the time, and hasn't been touched since. Comparing it to the rather lackluster (but, still fun) Super Mario Sunshine, it becomes all the more obvious that Super Mario 64 was something special. The only real reason I can think of why Super Mario 64 turned out the way it did, was because Shigeru Miyamoto directed the title; the last game he was in the directorial role of.

After the NES, Miyamoto was assigned to mainly supervision duties as a producer of Nintendo EAD (then, R&D3 and R&D4, I believe). He didn't really delve into directing much. Following Super Mario 64, he returned to his producer role, and was overseeing the entirety of all production (even with second and third party licensed projects), for some time. This continued into the GCN era. The internal restructuring of EAD was done as a means to relieve Miyamoto of his duties so he could only maintain watch over EAD. Meaning that he'd be able to go much more hands-on with projects that were being done internally. Ultimately, one of the many magnificent decisions Iwata's made since he became president. Right around the time of the restructuring, was when pre-production of Super Mario Galaxy began. You can pretty much likely guess where I'm going now. Miyamoto was able to play a producer role (which, was fine), but was involved with all aspects of development in the same way a director is. He's stated that his role on Super Mario Galaxy is more of a directorial role than even when he was a director previously on games. Is Super Mario Galaxy's incredible design a direct result of Miyamoto's involvement? I don't know, and, frankly, I'd like to be wrong, because I dislike the thought that Nintendo relies on this one man entirely for their software. Of course, when you're dealing with unquestionably the most successful designer in the business (both critically and commercially), wouldn't you want him to have a say over everything and anything?

Super Mario Galaxy's magic is actually being done by a relatively new team. EAD Tokyo, which was formed in 2003, has only released one game so far -- the sleeper hit Donkey Kong Jungle Beat. The studio is comprised of the core members of the Super Mario Sunshine team. Notable of which being Yoshiaki Koizumi, the director of Sunshine, and Takao Shimizu, the assistant director. Shimizu's most notable directorial role comes from Star Fox 64. Koizumi was assistant director to Miyamoto on Super Mario 64, as well as sub-director on Legend of Zelda: Ocarina of Time and Majora's Mask. Both are seasoned Nintendo employees, and have been with the company since the NES days. The sad thing is, the only other name that's really associated with Super Mario (besides composer Koji Kondo) is Takashi Tezuka, and he's not involved with Super Mario Galaxy. Tezuka is just below Miyamoto in terms of power, as he's the general producer of EAD. Tezuka is, in my opinion, the best director Nintendo has, and it's a shame to see him being relegated to production duties. (That's kind of an odd way of describing it, as he really was promoted, but, whatever.) But, I digress. Tezuka is an important link to Super Mario Galaxy, as he was the main director of Super Mario Bros. 3. Why is this important? Many people are heralding Super Mario Galaxy as not the true successor to Super Mario 64; no, it transcends that, but Super Mario Bros. 3, arguably the fan favorite in the series. Tezuka was moderately involved with New Super Mario Bros., but that can't really hold a candle to Super Mario Bros. 3.

The team is young, has a lot of passion, and are looking to create fun and engaging products. Some of the new staff that was picked up for EAD Tokyo included animators, musicians and some graphic designers. It's likely this will be their landmark title, though.

I've kind of gotten a bit bored typing all of this up, so I'll continue this sometime later. Enjoy another picture of Super Mario Galaxy.

Wednesday, October 17, 2007

Exhaustive Research: Why Being Obsessive-Compulsive is No Good

This will be, yet again, another entry in which I wish I had a means of doing an entry cut. Again, if anyone can inform me on this process using Blogger, by all means, don't hesitate to comment.

Anyway, this isn't pertinent to my other post (meaning, I don't have anything special to show at all).

Before I begin, let me give you the synopsis. I'm looking to play through and finish a vast majority of Nintendo first or second-party developed titles. It's quite a grandiose task, but I think I can manage... over the course of a few years. I've realized that there are a slew of Nintendo published titles that I've never even touched, but have always wanted to. So, I set forth on this mission about two weeks ago, beginning with the excellent Mother (EarthBound Zero) on the NES. The title's a fairly typical RPG in terms of battle mechanics and other general RPG archetypes, but the story and characters are definitely atypical. I'm done with that, and going through EarthBound (Mother 2) currently, but I'm not enjoying it as much. Firstly, the music isn't quite as evocative, and, secondly, the characters and NPCs don't seem as quirky, for want of a better term/description.

So, what exactly am I looking at in terms of titles? How many, which series', Japanese-only releases, etc.? There are a staggering 82 titles that I would like to play -- and, I omitted a fair bit. However, many of the titles/series listed I have no intentions to play for a long time, if at all. There's no chance I'll ever get around to playing all of these, but I'd like to tackle a good chunk of them.

Of course, there will be inhibitions in my mission. The most prevalent of which being that a damn good amount of these games never even saw an English release. What's more, is that most of them haven't had completed fan translations. Tomato Adventure, for example, looks to be one of the most interesting RPGs on the Game Boy Advance, yet, it wasn't brought to America, and there is no fan translation. There are FAQs available, and I intend to fully use them (especially for NES games, as most of those are directionless), but it's not going to be the same.

Before I proceed to the full list, let me just explain the formatting I used.

Each system is listed, with the title of specific games below it. Next to the title of the game is the development team/studio behind it. Some titles have the asterisk (*) next to them. This is used to denote titles that have questionable translations (if at all), or titles that I may or may not play at all (likely, won't).

Onto the list:

NES -

Famicom Wars (Intelligent Systems)
StarTropics (Already played it, will replay to refresh my memory) (Nintendo R&D3)
Zoda’s Revenge: StarTropics II (Nintendo R&D3)
Air Fortress (HAL Labs)*
Joy Mecha Fight (HAL Labs)*

Sega Genesis -

Pulseman (Game Freak)

SNES -

F-Zero (Nintendo EAD)
Super Metroid (Team Deer Force [Defunct])
EarthBound [Mother 2] (HAL Labs, APE, Inc.)
Marvelous: Another Treasure Island (Nintendo EAD)
Famicom Tantei Club Part II: Ushiro ni Tatsu Shoujo (Nintendo EAD)
Sutte Hakkun (Nintendo EAD)

N64 -

Custom Robo (Noise)*
Custom Robo V2 (Noise)*
Legend of Zelda: Major’s Mask (Nintendo EAD)
GoldenEye 007 (Rareware)*
Perfect Dark (Rareware)*
Sin & Punishment: Successor of the Earth (Treasure)
F-Zero X (Nintendo EAD)

GameCube -

Pikmin (Nintendo EAD)
Doshin the Giant (Nintendo EAD/Param)*
Star Fox Adventures (Rareware)*
GiFTPIA (skip ltd.)*
Mario Kart: Double Dash!! (Nintendo EAD)
F-Zero GX (Amusement Vision)
Custom Robo Battle Revolution (Noise)
Pikmin 2 (Nintendo EAD)
WarioWare, Inc.: Mega Party Game$ (Nintendo SP&D1, Intelligent Systems)
Battalion Wars (Kuju)*
Paper Mario: The Thousand Year Door (Intelligent Systems)

Game Boy -

Game Boy Wars (Intelligent Systems)
Metroid II: Return of Samus (Nintendo SP&D1)
Wave Race (Nintendo EAD)*
Wario Land: Super Mario Land 3 (Nintendo R&D1)*
Mole Mania (Nintendo EAD?)*
Wario Land II (Nintendo R&D1)*
Card Hero (Nintendo SP&D1)*
Kirby Tilt ‘n’ Tumble (Nintendo R&D2)
Wario Land 3 (Nintendo R&D1)*
Game Boy Wars TURBO (Hudson Soft)*
Game Boy Wars 2 (Hudson Soft)*

Game Boy Advance -

Advance Wars (Intelligent Systems)
F-Zero: Maximum Velocity (NDCUBE)
Custom Robo GX (Noise)*
Golden Sun (Camelot)*
Wario Land 4 (Nintendo R&D1)*
Advance Wars 2: Black Hole Rising (Intelligent Systems)
Golden Sun: The Lost Age (Camelot)*
Tomato Adventure (AlphaDream)
Mario & Luigi: Superstar Saga (AlphaDream)
Mother 1+2 (HAL Labs, APE, Inc.)*
Sennen Kazoku (Nintendo R&D1)*
Rhythm Tengoku (Nintendo SP&D1)
Sword of Mana (Brownie Brown)*
F-Zero Climax (Suzak)
F-Zero GP Legend (Suzak)
Legend of Zelda: The Minish Cap (Flagship)
WarioWare: Twisted! (Nintendo SP&D1, Intelligent Systems)
Drill Dozer (Game Freak)
Mother 3 (HAL Labs, Brownie Brown, APE, Inc.)
Magical Vacation (Brownie Brown)*
Sakura Momoko no Ukiuki Carnival (Nintendo EAD)*

Nintendo DS -

Daigasso! Band Brothers (Nintendo EAD?)
WarioWare: Touched! (Nintendo SP&D1, Intelligent Systems)
Kirby: Canvas Curse (HAL Labs)
Advance Wars: Dual Strike (Intelligent Systems)
Mario & Luigi: Partners in Time (AlphaDream)
Freshly-Picked Tingle’s Rosy Rupeeland (Vanpool, Nintendo SP&D3)
Magical Starsign (Brownie Brown)
Custom Robo Arena (Noise)*
Chibi-Robo: Park Patrol (skip ltd.)
Heroes of Mana (Brownie Brown)*
Advance Wars: Days of Ruin (Intelligent Systems)

Let me provide a breakdown on the development studios/teams I have listed:

Intelligent Systems - Nintendo first-party, broke away from Nintendo Research & Development 1 (Gunpei Yokoi's division) to form a studio in Tokyo.

Nintendo Research & Development (Nintendo R&D) - Internal Nintendo first-party, merged into Nintendo EAD with the internal restructuring in 2005 under Satoru Iwata (current president of Nintendo Co. Ltd [NCL]).

Nintendo Software Planning and Development (Nintendo SP&D) - Internal division of Nintendo, some of the remnants of Nintendo R&D can be found here. Team 3 oversees all outsourced projects.

HAL Laboratory, Inc.(HAL Labs) - Nintendo second-party, responsible for Kirby and Super Smash Bros. series.

APE, Inc. - Joint company between HAL Labs and Nintendo. Still exists as Creatures, INC., headed by veteran Nintendo composer Hirokazu Tanaka. Handles some Pokemon merchandising.

Game Freak - Nintendo second-party, responsible for main Pokemon series on handhelds.

Nintendo Entertainment Analysis and Development (Nintendo EAD) - Internal Nintendo first-party, most prominent division in Nintendo. Responsible for Super Mario, Legend of Zelda, Animal Crossing, Mario Kart, and many more. Headed by Shigeru Miyamoto.

Team Deer Force - Now defunct, was a "dream team" composed of Nintendo R&D1 and Intelligent Systems members. Headed by Yoshio Sakamoto (today, manager of Nintendo SP&D1) and Gunpei Yokoi (deceased). Most notable title being Super Metroid.

Brownie Brown - External Nintendo first-party, has done some work for Square Enix with the Mana series. Created the original IP Magical Vacation and Magical Starsign. Did some work on Mother 3.

Noise - Nintendo second-party, responsible for the Custom Robo series.

Rareware - Former Nintendo second-party, now a wholly owned Microsoft Game Studios first party. Most notable titles include Donkey Kong Country, GoldeneEye 007, Perfect Dark and Banjo Kazooie.

Treasure - Third party, developed a few Nintendo 64 exclusive titles that Nintendo published.

Param - Defunct Nintendo second-party.

skip ltd. - Nintendo second-party, responsible for Chibi-Robo! series. Arguably, their most significant title, GiFTPIA, never made it to the states.

Amusement Vision - Internal Sega development team, third party, responsible for the critically lauded F-Zero GX.

Kuju - A particular development team in Kuju that's been responsible for the Battalion Wars series.

Hudson Soft. - Longtime third party, have developed a few titles for Nintendo.

NDCUBE - Nintendo second-party, responsible for two crappy GameCube games and one F-Zero GBA title.

Camelot - Former Nintendo second-party, now aligned with Capcom. Mainly an RPG house, have an affinity with golf titles, though. Former Sega second-party, as well, before Nintendo snatched them up.

AlphaDream - Nintendo second-party, best known for their work with the Mario & Luigi series.

Suzak - Third party, has been licensed some Nintendo properties before.

Flagship - Former semi-Nintendo second-party. Was a joint funded studio by Capcom, Sega and Nintendo. Best known for their work with the Legend of Zelda handheld series. Was dissolved by Capcom in June 2007.

Vanpool - Third party, has been licensed the Tingle IP (intellectual property).

That's everything, I believe.

Things I observed about these studios/divisions:

- Nintendo has an affinity for buying out start-up studios.

- Nintendo has an even bigger affinity for former Squaresoft (now, Square Enix) veterans. Case in point: skip ltd., Brownie Brown, AlphaDream and Monolith Soft. It's a stretch, but Nintendo has a fair majority of the key people that worked on Super Mario RPG: Legend of the Seven Stars. Also, notably, the Xenogears team.

- Nintendo has had, basically, the same teams working on the same series' for decades.

Things I observed from the titles I need to play:

- Each successive generation, my backlog increased.

- I was the most experimental with the software I'd play during the NES days. Likely, due to renting a large number of games.

- I like quirky games, and was more attracted to them as a kid than I am now. Still, a big proponent of quirky titles, though.

- A single Sega Genesis title made the list, lol.

- Never really touched the F-Zero series, I own F-Zero GX, and think it's awesome. I've hardly played it, though.

- Many, many, many Japanese-only releases. Some stuff I probably didn't even realize existed until the advent of the Internet.

- I started playing the Advance Wars series with the first title, but it didn't stick with me. Now, I have, like, 3 or so titles to go through.

- I omitted a ton of Kirby titles. I think the series has, quite frankly, gone downhill since the SNES. Kirby's Canvas Curse looks neat, though.

- Not too many third party developed stuff.

- I haven't played a single Brownie Brown or AlphaDream game.

- I dropped out of the WarioWare series after the first, now I have 3 to play. WarioWare: Smooth Moves on Wii was great (but, dismally short).

- I've hardly touched any of Intelligent Systems' series'. I'm looking forward to diving into their games.

- The largest quantity of titles I missed out on comes from the Game Boy Advance; a platform I largely ignored, sans a few select titles.

- The reason for the above is because I was too busy playing MMORPGs instead of actual games.

- The Mother (EarthBound) series prompted this decision. Top priority, at the moment, is to complete those before moving forward.

- My goal is (to the best of my ability) play these games chronologically (from when they were released).

- I need to learn Japanese if I ever want to play some of these games properly.

- I know way too much about Nintendo first and second party studios/divisions.

The real reason why I intend to do all of this, is to play through a particular series. Fire Emblem has always intrigued me, but, when it finally made it to the States, I had no interest in it. Well, I do, now. I want to go through each Fire Emblem title if possible. Half of these didn't even make it to America, and don't have full translations available. The first SNES Fire Emblem was also a remake of the two NES Fire Emblem's, too. The upcoming Fire Emblem DS is a remake/port of the first Fire Emblem.

The full list, below:

NES -

Fire Emblem: Ankoku Ryu to Hikari no Tsurugi (Intelligent Systems)*

Fire Emblem Gaiden (Intelligent Systems)*

SNES -

Fire Emblem: Monsho no Nazo (Intelligent Systems)*

Fire Emblem: Seisen no Keifu (Intelligent Systems)*

Fire Emblem: Thracia 776 (Intelligent Systems)

Game Boy Advance -

Fire Emblem: Fuin no Tsurugi (Intelligent Systems)*

Fire Emblem: Rekka no Ken [Fire Emblem GBA in US] (Intelligent Systems)

Fire Emblem: The Sacred Stones (Intelligent Systems)

GameCube -

Fire Emblem: Path of Radiance (Intelligent Systems)

Wii -

Fire Emblem: Radiant Dawn (Intelligent Systems)

Nintendo DS -

Fire Emblem DS (tentative title) (Intelligent Systems)

Observations on Fire Emblem:

- Kickass character designs.

And, that's it. I hope someone actually reads through this entire thing. And, dammit, I need an entry cut like nobody's business.

I'll likely continue this post in a series posting updates over time. Of course, I don't play games at a very quick pace (unless they're new titles). With the plethora of games coming out this Holiday, too, I probably won't get around to most of this for a while.

Sunday, October 14, 2007

Blog Surgery

I made a few minor cosmetic changes to Taciturn. It looks better, IMO. There was too much white before; it was beginning to bother me.

Anyway, I'm working on something for this blog, I just don't know when I'll post it. It's something I want to write about, but don't have much to really say about, if that makes sense. I'll be doing something I previously hadn't before, though.

Oh, and if anyone (all 1 people that still read this when their RSS feed updates) can explain how to make an entry cut (you know, the "Continue Reading..." link) so the entire entry isn't exposed on the front page, I'd appreciate it. This post is way too big. Plus, the entry I'm working on will be doing something I've never done before (not that I've done much to begin with), and it will require some sort of entry truncation.

Let me know if this is any worse or better (regarding the changes). I'll probably fiddle with it a bit before I decide on anything definitive. That is, without doing any actual HTML coding.

See you soon.