Showing posts with label nostalgia. Show all posts
Showing posts with label nostalgia. Show all posts

Monday, September 5, 2011

An Ode to Retro Gaming

I love Elite.

Elite is an outer space trading simulator for the powerhouse of graphics and sound, the Atari ST, in which you travel the galaxy buying low and selling high by assessing the needs and wants of each individual planet’s system of government and level of technological advancement. Occasionally enemies with bounties on their head will appear around violent planets and hunt you down rather than vice versa, you can mine asteroids for ore, or fly into the sun, but for the most part it is a lot of flying through uninhabited space killing time by trying to remember the keypad controls for your ship’s numerous gadgets. That is it. That is all there is to it. No revenge schemes, kidnapped princesses, quests for atonement, recovery from amnesia, or plot. Just you, space, a galaxy unified by an exceptional loathing of sitcoms, and a cargo hold full of slaves, illegal firearms, and Arcturian mega weed.

There are “sandbox games,” such as the famed Grand theft Auto series, in which the player is given a large area of play and the freedom to ignore the game’s missions in favor of frolicking to your hearts content, but they give you the luxury of missions, side missions, and occasional mini games to fall back on when your imagination fails. Elite is all about “dirt gameplay.” There is nothing there except for what you make of it, leaving your imagination to fill in the blanks about your character and motivations as you sit drifting through space to the local port in an almost zen-like trance, interrupted now and then by the threatening presence of blinking lights on your radar and lasers being fired from a distance that erode your shields at a terrifying rate. I for instance decided that I would be an honest vendor of medical supplies and would bring them to poor colonies in need. Then I chanced upon a drifting cargo canister containing two tons of narcotics and proceeded to run from local authorities until I could find a place to fence them. Not long after that I stumbled across an unmarked canister of human slaves and gave up on the idea of being an angel of mercy.

The low-polygon ship models are stark, but thankfully there few instances in the heat of combat where you get a good long look at your enemy from your first-person cockpit view. When I was eight years old the graphics didn’t matter, and in my giddy nostalgic bliss I find that they matter even less. As I sit in the aforementioned zen-like space trance I’m given a moment’s pause to consider how easily such a low-tech game manages to remain so appealing in this the seventh generation of gaming consoles.

Modern titles have enormous polygon counts per object, enhanced lighting effects, and even the occasional orchestral soundtrack, but as good as a game is these days, unless it has an online multiplayer feature it gets shelved minutes after the credits roll and either collects dust or is traded in for another game that will undergo the same cycle. Whether it was God of War for PS2, or Bioshock for Xbox 360, games get one play through on average and could potentially spend the rest of their days without ever setting foot in another disk tray, but Super Mario never dies. Super Mario Bros. for the Nintendo Entertainment System has been around for over 25 years, and people still play it, whether on an emulator, as a Wii Virtual Console Title, or if they’re fortunate, an old NES or new generic console. Mario never dies. Even with controls simplified to two buttons and a d-pad, the game continues to be compelling and addicting to everyone from die-hard gaming veterans to kids teething on the Wii. It is simple, eternal, and iconic.

In “Understanding Comics: the Invisible Art” by Scott McCloud, the author goes into great detail explaining the nature of the icon. Simple lines and shape that take on meaning in our minds, and the way images are interpreted in our minds mean the same thing as the object the image represents. He also discusses something very subtle in the artform of comics that is very difficult to explain in words. The more “realistic” an image is, the harder it is for the audience to relate to it. Highly detailed artwork occasionally appears static on a page. The images do not link in the audiences mind easily from one to the other, which is key to the artform of comics. Will Conrad's artwork in “Serenity: Better Days” based on the television series “Firefly” is made to look close to the actors as it represents, giving it a quality difficult to quantify in the minds of readers. It’s as if the audience’s mind confuses itself while trying to register on a subconscious level images that closely resemble but are clearly not the physical objects they represent that it cannot easily translate the comic book into a series of images in a sequence, and views each image as a separate entity. Meanwhile, more “iconic” art styles such as Rob Guillory's work on “Chew”, Charles Shultz's "Peanuts," or the extremely iconic work of most Japanese manga artists are easy on the eyes and easy on the brain, making it easier to interpret the sequence of images and words as the artfrom known as comics, and easier to hold onto the reader's attention.

I believe video games work much the same way.

Not on the same subconscious psychological level where the games are easier to comprehend if the graphics are of lower quality, but in terms of simplicity being somehow more acceptable, eternal, and addicting as hell. For some older games affect people’s nostalgia, and is the reason Nintendo released Ocarina of Time for the 3Ds, and why every good Star Fox game is an enhanced version of the original Star Fox for Super Nintendo. Humans are programmed to expect newer shiner objects to be dangled in from of them. It makes for competitive entertainment and software industries that have to push the limits of technology because that is what time has dictated sells. More and more when it comes to gaming, retro has been taking over the market. At E3 2010, Nintendo’s press conference was dominated by nostalgia. Kirby, Donkey Kong Country, NBA Jam, and even Goldeneye were catered directly to older audiences who would respond with, “Holy crap! I remember that! That’s awesome!” and making the impressionable gaming youth go, “Yeah, well, I want that too then.” Iconic eight and sixteen bit two-dimensional graphics have also made an alarming return in the form of Retro Game Challenge, Super Meat Boy, Scott Pilgrim Vs The World, Holy Invasion of Privacy, Badman! What Did I Do to Deserve This?, Geometry Wars, Mega Man 9 and 10, and hundreds of independently developed games. Games are returning to an era where everything was simple, iconic, and eternal. I am in full support of this necessary revolution.

With the economy crashing down, more and more industries are focusing on what sells, and what’s cheap to make. This is the reason Capcom continues to make updates for Street Fighter IV and Marvel Vs Capcom 3, rather than risk making a sequel to a franchise that hasn’t been around since the days of the original PlayStation despite enormous fan outcry. It is also the reason developers need to focus more on form and less on substance. I’ve discussed before the decline of the Final Fantasy franchise. As hardware allows for more advanced software development, developers focus more and more on creating high definition graphics. Time and funds are spent on high polygon models and detailed texture mapping. The advanced graphics soak up valuable storage space on the disks the games are published on. Quality of objects and environments rendered overshadows the number of objects and environments, leaving very pretty but very short games. What once was a series containing deep character development and hours of exploration has become a series of films about characters walking through a hallway. Other sequels have suffered from technological advances, such as God of War 3 and Ratchet and Clank Future. They’re still great games by any definition, but they’re noticeably shorter than their previous installments and come with a larger price tag. Other developers manage to find balance between graphics and open worlds filled with activities for the gamer such as Ubisoft’s Assassin’s Creed II and Rocksteady’s upcoming Batman: Arkham City. Graphics have their place as long as they compliment the gameplay, such as Okami’s watercolor style, Bayonetta's over-the-top madness, and El Shaddai's… EVERYTHING… but at the end of the day, video games are games, and games must be fun to be enjoyable, and “iconic” to remain relevant.

I have been hard at work editing a short video project, and every so often in order to take a break without straying far from my computer and potentially discovering some other distraction, I load a window running Minesweeper. There is a reason it has come standard with Windows operating systems for 21 years.

Pathos and good will,
Lord Veltha

PS: Make Mega Man Legends 3, Crapcom. Do it. I don't need to tell you what will happen to your families if you don't.

PPS: “Teenage Mutant Ninja Turtles IV: Turtles in Time” is a game I am really upset I didn’t mention in the blog because it suits my “icon” point perfectly. The game is a classic side-scrolling beat ‘em up, and the best of its kind. All you do is walk to the right and fight waves of enemies by button mashing. It is simple and compelling and pure elegance therein. What they did is try to capitalize on the nostalgia years later by remaking it with 3D graphics. It is by all means the exact same game. It is reproduced perfectly. Yet for some mysterious reason it is not fun. It’s as if the style of the game with its 16-bit sprites (or 32 in the arcade) was what made the game entertaining. By all means there is no reason for the 3D remake to not be as fun, but it isn’t. It even comes packaged with the original version of the game, so you can experience the difference. It’s the most bewildering thing, and the basis of my argument for more “iconic” games.

Wednesday, August 25, 2010

Lord Veltha Vs "Scott Pilgrim Vs The World"

Warning: This article isn't actually about the movie itself, but the importance of the role the audience plays in artwork. Please ignore it. I'm ranting. Anything worth saying on the subject has already been said here and there, but it's time Lord Veltha put his two cents in. It's not the intention of this blog to write on subjects aside from myself, but as this is a matter of projected personal importance I need to speak my superior mind.

Scott Pilgrim Vs The World was not meant to appeal to everyone. It was specifically designed to cater to the aesthetic of the counterculture youth who grew up in the eighties and early nineties; the people with Batman posters on their walls and Legend of Zelda music on their iPods, the people who follow webcomics and/or have one of their own, the people seeking to balance the freedom of childhood with the responsibility of adulthood, and it punches their counterculture aesthetic in the balls with a fist of awesome.

If you did not laugh at that sentence, then Scott Pilgrim is not for you, and that's okay! You're not the audience for this film, and you don't have to be. This is the thing many reviewers neglect to take into consideration. Art is not meant to appeal to everyone, and that's good because it never will. This something I too forget when I explain my dislike towards the Twilight franchise. Obviously the Twilight series appeals to many on a core emotional level. These people are generally not worth my time as I'm lead to believe their core is a shriveled husk of ignorance, but I accept that and move on. I've never read the series or seen the movies, and have only heard tales of terror and disgust from like-personalitied individuals. The few clips I had seen of Eclipse were enough to make me cringe based on the camera work alone. The camera work. Not necessarily something I notice right away when watching other films. Obviously, I am not the intended audience for this series, and I should keep my snarky mouth shut. After all, the experience of the individual in regards to art is what matters. If a man paints a portrait of himself in his own blood in the middle of the woods and then dies so no one is ever able to see it, is it still art?

In school we were made to write a paper that would accompany our artwork called an "Audience Paper." The intention of this paper was to explain to our teachers the importance of our artwork to ourselves and the specific group in society that the implications of the work were intended towards on the off chance the teacher just didn't get it, so that they could understand what we were doing was in fact amazing and they just couldn't see it, so they would base their grades on whether or not our piece did appeal to those whom our projects were aimed at. This was the general theory, but like most papers the purpose of it was never adequately explained to a group of hyperactive teenagers, and so the meaning was lost until those who continued to pursue careers in their art-form just sort of clicked and swore under their breath upon the realization that the teachers they hated were right all along.

Scott Pilgrim Vs The World widely appeals to its intended audience IN ABUNDANCE! That cannot be said for all movies (*Cough* SuperMarioBrothersStreetFighter:TheLegendOfChun-LiSteelBatman&RobinDaredevilLauraCroft:TombRaiderSupermanIVCatwoman
BatmanForeverMortalKombatAnnihilationHowardTheDuckDoubleDragonMaxPayne *COUGH*) so the fact that it serves as a very niche movie that appeases the intended audience is applaudable. That alone is enough to warrant it a pass. The film is noticeably more entertaining amidst a crowd of people who get the movie than with a theater of mothers taking their children to see it (though it is often hilarious to watch the reactions of people who have no idea what they're seeing) and when the energy is high it's harder to notice some of the forced performances near the end when it almost feels like a public service announcement on conflict mediation and how not to be a douche-bag. Unfortunately, reviewers generally write based on personal interest and experience, which is fine so long as they clarify that and accept that their own opinion is no more than an opinion and not the definitive word. I've seen old classics, pretentious French films, and a little of everything else. Everything appeals to someone. My audience is an important thing to consider as I continue my work. I know who they are, and I am certain I do well by them. Now all I need is a way to reach them.

In regards to this blog being a record of my accomplishments, I assure you that I'm running behind on updating and I haven't been slacking off on my duties as an aspiring overlord. I have some very interesting news regarding bowling that ought to be shared, but haven't because of a long-time expired unwritten confidentiality agreement, and I have sold several copies of The Astonishing Dude on CD, but somehow this took precedence.

Pathos and good will,
Lord Veltha

Monday, November 9, 2009

Lord Veltha VS Nostalgia

Updates, updates, updates.

I haven't been on Blogger for some time now. I could look up when my last post was, but by that time I'd lose focus and never find my way back to actually writing a new post.

The Astonishing Dude seems to have all but stopped. I seem to have caught the Suck-Virus (if that sounds disgusting, believe me, it is. I don't understand how so many people can live life without being awesome.) and have trouble with minor things such as dialing phones, sending emails, or making it to the library to check out books that I've had on hold until the hold expires (I did finally get one though! It's, uhh... "Stitches" by David Small, and frankly I'm not sure I'm ready to read it. I should probably take it back.) Hopefully I won't have The Suck for much longer, but it seems to be keeping me indoors a lot. Even when I am able to communicate with someone it's fine while it lasts, but immediately afterwords blah blah blah angst no need to get into that muck.

My mediocre career as a voice actor flickers on though. I've recently been cast in the role of Sandayu "The Old Guy" Asama in the Naruto The Abridged Series Movie. In a super roundabout way, as things tend to fall, I auditioned for minor roles in Sonic Abridged, a guy said NTAS was lookin' for someone, and lo and behold I got the part. I have yet to actually get in touch with Vegeta3986, but I must have patience (Not everyone is as burdened with having excessive quantities of free time as myself. Woe is me.) and in time I will be killed by a ninja train (Yes, the train itself is a ninja. It hurls more kunai then anyone else and kills the most people. It might not be the most stealthy assassin what with being a train and all, but hey... this is Naruto we're talking about. they don't actually place a heavy emphasis on stealth.)

I'm writing again. It's been a while. While this is wonderful news considering I'm at my most attuned with greatness when I'm clacking away at a keyboard telling stories that in all likelihood will never reach the eyes of readers, I'm not... actually... uh...

You see, the thing is... this thing I'm writing, while it's great I'm writing it... it's... uh... well, it's it's it's... fan-fiction.

You have to understand. I have horrible associations with fan-fiction on at least two counts. No.1 is quality. I realize that not everyone writes as terribly as the admittedly funny and equally grammatical-aneurysm inducing freakfest of "My Immortal" (of which I have only read about on TVtropes.org and decided I'm not in the right state of mind to read the actual... thing.) but I tend to associate fan-fiction with crap. I'm not saying anything I write is any better (I'm just gracious enough to hide it from anyone and everyone), and I'm sad to admit there are fan-produced works that are better than anything I do, I'm saying that this is my association.

No.2 is more personal. I have this overwhelming need to make something of myself and do things that I deem "Productive." I have no real direction in life, so I don't fully understand how I classify something as productive, but it seems to correspond to busy work I feel good doing. I have this grand scheme that some of my work falls into, but I know full well that this plot will never come to fruition. I'm just working for the sake of working and daydreaming that something good will come of it. With that said; working on an project comprised of unoriginal ideas that I cannot use to further my rhetorical goals seems like a waste of time. It does keep me writing though, and any time spent writing can't be considered a waste of time. It makes me happy. It gets my limited capacity for creativity flowing. It keeps my mind off of other issues. All is well.

Even my doodles are going the way of parody. I'm halfway through my series of AWESOME Luke doodles, depicting how A New Hope would be different if Luke Skywalker didn't suck. The best description I've heard was that this is what Star Wars would be like if Happy Noodle Boy were Luke, which brought me no end of amusement. I originally started doodling again as a way to express my neurotic thoughts, which I continue to do when I come across a thought I'm able to make fun of, but now it's mostly AWESOME Luke (and I do feel the need to capitalise awesome, which may be another neurotic thing.) The idea came about one day as I was walking about daydreaming about Sonic The Hedgehog, as usual, when I started casting Sonic characters as Star Wars roles. After about half an hour of debate I cast Sonic as Luke and laughed at the thought of Luke being awesome. Then the doodles began of AWESOME Luke, and soon after I caved in to the urge to actually write what I'd originally been daydreaming about.

So now everything I'm doing revolves around fandom and parody. My voice acting, writing, and doodles.

I have learned something about myself though. I've learned that nostalgia plays a key role in my life. I learned this while browsing Overclocked Remix. Most of the songs on my MP3 player are either punk covers of old songs, or video game OSTs and remixes. I only listen to songs I've heard before. I have trouble getting into new music. I don't listen to the radio, and when it's on I tend to tune it out. When friends on Facebook post videos of their favorite bands I listen, but I don't feel any connection. Even ripping CDs for Mom I occasionally say, "You know, the rhythm, the melody, everything here is something I would like... but I don't."

Video games are the same way. If I play a new game in a series it feels... wrong. I couldn't get into Sonic Advance, and even Sonic Rush (which is now one of my favorite games) felt odd at first because I'm so used to playing the Genesis titles over and over until I play them by heart the way someone sings a song by heart. When people sing do they remember the words? When I sing the words just flow out. Come the second or third verse I have to remember the first line, but then the rest pours out naturally and I'm not even sure i know what I'm singing. That's how I play video games, and Sonic especially. Ratchet & Clank Future: A Crack In Time came out recently. Now, when I got Tools of Destruction it had been a good few years since I played the previous games, and I'd only played through each of them once or twice. When CiT came out I decided to go through all of the games in order before I picked it up at the store. It'd been a long time since I played through the series, so I had nothing memorised, but when I saw things I recalled seeing them before, almost like deja vu. Once I started playing CiT things felt weird. There may be a few cosmetic differences, but every R&C game is pretty much the same. The thing that felt odd wasn't that the game was new, it was that I didn't remember it. I need things to be familiar. I don't respond well to change.

I might be getting a psychological evaluation soon. My therapist asked me last week if I'd ever had one. She felt terrible that she hadn't asked sooner. She also apologized a lot because she didn't want me to feel like there was something "wrong" with me. I know there's nothing "wrong," but I also know there's a whole lot keeping me from being "right," and I'd like to have a better understanding of what that is.

I played Commodore 64 last night for the first time in years. It felt great, even though I died without getting any farther in The Amazing Spider-Man than I have before (Drowning in dookie water.) Batman: The Caped Crusader is just as impossible as I remember, but a lot funnier ("You got the A Fried Egg.") I also suck at Kings of the Beach now, which was never the case before. My reaction time is completely shot. I'm thinking about hooking up my Genesis, even though most of the games I own I've been playing on PS2. The feel of a classic controller can't be emulated.