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

Sunday, 25 April 2010

Jet Set Radio coming to XBLA?

A leaked image of an XBOX 360 dashboard shows, amongst others, Jet Set Radio as being a recently played game. It adds weight to rumours of a slew of Dreamcast classics that are set to head to XBLA over the course of the year.


If this is real, then I'm about to reach new levels of wonderment and happiness. Do you know how much I love this game? Obviously, I do, but my ongoing struggle to resist talking about my dick leaves me drawing a blank as to how I can convey this to you. For the foreseeable future, I am unable to effectively express myself.

I had a countdown on my calendar leading up to the release of this game on the Dreamcast and I sank countless hours into completing it 100% - it was then, and in a lot of ways, still is, the most imaginative and captivating game ever.


I wish I could control myself over stuff like this, but then I realise what my alternatives are. It's impossible for me to give a shit about the likes of another Halo game when, by comparison, an up-scaled version of a game I've already cleaned out several times just seems more alluring. Games like Jet Set Radio are something of a forgotten art now. So many titles have such lacklustre mechanics and art direction, that contemporary gamers, or 'the kids' as I prefer to call them, can be forgiven for thinking that there is nothing beyond realistic war shooters and sports sims. I'm sure most are happy with their lot, but the lefty optimist in me sees the potential for this game to be discovered by a whole new generation. Hopefully it will resonate with them as much as it did with me, so that they too may go on noble quests to express themselves without talking about their genitalia.

via Kotaku

Monday, 19 April 2010

The World Warriors: The Everlasting aesthetic quality of the original Street Fighters


In an age before FMV sequences and dialogue heavy cut-scenes, game designers faced greater challenges in order to express the personalities of their characters. The visual design was paramount in order to tell gamers who or what they were playing as. A character’s design had to speak volumes in order to engage the player, or at least captivate their imaginations beyond the duration of a play session. Without exposition and cut-scenes, designers would have to strive to create memorable images that would remain firm in the minds of the players and fans. A costume or a haircut had to speak a thousand words. It was an age of overcoming limitations with unmatched creativity and simple, effective design.

Proof of this simple, effective character design can be seen in the lasting, almost iconic images of Pac-Man, Mario and Sonic the Hedgehog. These designs have retained their aesthetic basics for decades and have proven to be both memorable and endearing enough to warrant sustained success for their respective games. Admittedly Pac Man and Sonic may not enjoy the same successes as Mario, but the strength of their images despite commercial failures in more recent years only reinforces the quality of their design. Such classic characters needed strong, likeable designs in order to keep the player interested and more importantly, give the games a unique and identifiable mascot. After all, being forced to play as a character you hated the sight of for the duration of a game is not likely to sustain your enjoyment. So, what happens then, when the player is given a choice of characters? How do you create images for a selection of characters; images that are so strong, that a player will be able to identify with them and enjoy playing as them for the duration? I think Capcom has the answer to that one.

In Capcom’s first Street Fighter game, the player took control of Ryu – the series’ long standing protagonist- as he fought colourful and varied opponents around the world. With Street Fighter II, they changed the template and gave the player a selection of eight different characters from which to choose. How is a gamer meant to cope with such unprecedented levels of choice? Back then, such diversity was unheard of and Capcom still had to ensure that everybody didn’t simply just pick Ryu, or Ken, to be more accurate. Capcom’s answer was to create eight unique fighters, all with images so memorable and emotive, that a player could make a heartfelt choice. Add to this a slew of unique fighting styles and choosing your world warrior became less about which was the best and more about which was the best fit for you. For me, personally, this is where the character’s aesthetics play the biggest role.


Each character’s appearance speaks volumes about their personalities and history and it is this that allows players to make the informed choices about who they prefer. No need to read a backstory, no need to research their strengths and weaknesses – just put your faith in how well-balanced the game is and pick whoever you think is the coolest.

If you want a safe bet, you’ll pick Ryu, after all he’s the protagonist from the series’ beginning and his design is the simplest of all. Like his fighting style, Ryu’s design is straight up, balanced and effective. His stoic gaze, his muted colour palette and his well-rounded repertoire of moves make Ryu a logical starting point. His white suit and red headband not only echoing the simplicity of his design, but also representing his home country of Japan. Simple and pure both in aesthetics and mechanics: Ryu is the all-rounder, the starting point.
Next, we come to Ken. To the untrained eye, he is effectively the same as Ryu, only displaying a few subtle, but massively important details. Ken is Ryu re-drawn with a grin, a red outfit and the blonde surfer hairdo that, in the 90’s, seemingly represented American males the world over. He is the Zach Morris of Street Fighting. If Ryu was American, he would be cocky, wear his hair long and not be seen dead in an understated white outfit. Ken, like his design, is Ryu’s louder, brash cousin.

By simply changing a hairdo and swapping some colours, Ryu’s character model is transformed into Ken and his personality along with it. The loud red suit and unkempt hair show us the polar opposite to Ryu’s serious warrior persona. Such minor changes transform the character and give us another design that speaks volumes about the personality it represents. Only a dick such as Ken would leave his hair down for a fight and you don’t have to read a back story to figure it out.

With such simple changes impacting characters to such an extent, Capcom could have adjusted Ryu’s colour scheme and hairdo with enough variety to fill out the whole roster. Thankfully, they instead set about creating another six varied fighters from all across the globe. Again, their aesthetics would serve to express their personalities; whether it was the wild-man Blanka throwing himself around the screen, electrocuting his enemies and sinking his teeth into their flesh, or Dahlsim using his spiritual powers to conjure fire and contort his limbs. Add to this mix Guile’s ‘brush-head’ hairdo, Zangief’s Mohican and scars, Chun Li’s hair buns and - to a lesser extent - Honda’s face paint and you have visual calling cards for each and every one of the warriors. These elements have been integral parts of each of the characters’ designs from their inception and have remained intact in their most recent iterations in Street Fighter IV. By reducing and simplifying each character to a bold, limited colour palette and giving them each one defining visual characteristic, Capcom is able to ensure the lasting impact of their character’s designs.


With so many iterations of the Street Fighter series over the years, you could be forgiven for thinking that such simplistic designs may become quickly outdated or at least lose their effectiveness in more recent years. Capcom seem to adhere to a set of well thought out, self-imposed rules. Street Fighter IV looks just as contemporary as any other game currently available, yet sacrifices nothing about design choices made nearly twenty years ago. They focus on simple, distinctive characteristics, allowing the characters to be given a visual makeover and still retain their personalities.

Logically, these rules would apply to just about any character design. If you think about Batman, Spiderman and their superhero fraternity, or the aforementioned Mario and Sonic, the same rules echo true. However, said rules are all the easier to follow when you have only one protagonist to focus upon. As I said before, Street Fighter II’s design team had to make eight individual characters work. The best validation for their efforts would be that the designs of the original eight world warriors still remain so strong and fully intact. You can still choose your character based upon how their visually expressed personality resonates with your own: something that is not easily achieved.

You have a man who wears the evidence of his bear-wrestling on his chest, another who has hair that defies gravity and reasonable logic, yet is somehow more believable, and memorable, than any of those Final Fantasy fops. Mix in a thunder-thighed Chinese police officer, a Brazilian wildman, a lunatic sumo and an Indian mystic along with our much-discussed martial arts experts and you have one of the most memorable and colourful casts ever assembled.

It’s probably apparent by now that I can wax lyrical about Street Fighter characters all day long but no matter how many big words I use and no matter how well I rationalise things and try to appear intellectual, my love for the World Warriors comes down to very simple emotions. Each and every one of them is cool: totally and utterly rad. As a boy I would draw them endlessly, dream of decent action figures and yet still put up with those horrible GI Joe style movie tie-in ones.

I still feel the same way about these characters as I did when I would obsess over the artwork covering my local arcade cabinet. They are the epitome of good character design and my desire to own decent action figures is one that still burns brightly even to this day.
Capcom’s flair for lasting, quality design goes way beyond their original eight street fighters. The four bosses retain the same iconic qualities of those that challenge them and throughout the series’ life span Capcom have continued to introduce a plethora of equally as impressive characters. However, as much as I may love the likes of Dudley, Gen and Ibuki, there is no-one quite like the original eight. Whilst Ryu and Ken, along with Gen, Adon and Sagat may have retained their images from the original Street Fighter, it was in Street Fighter II that we saw these images and personalities be forged.

It was Street Fighter II that captured my imagination unlike any other game before it and I will forever, stubbornly insist that it is the true, original Street Fighter game. That game cemented such strong and vibrant images and personalities into my consciousness and to have them awakened and sustained by Street Fighter IV is the greatest testament to the quality of their design. Like an old photograph, those characters evoke powerful emotions in me and without Capcom’s timeless design, such things would not be possible.

Sunday, 11 April 2010

Videogame Music Corner

For all the love I have for Mass Effect 2, the game's soundtrack still bothers me a little. The Vangelis-esque pieces from the first game have taken a backseat for some run-of-the-mill John Williams style grandeur. As competent as it is, it's nowhere near as memorable as the original Mass Effect score. It's made me think about it in the more general sense and address my feelings on videogame soundtracks in general.


Maybe it was the limited tool set that gave 8 and 16-Bit era soundtracks their distinct charm. Maybe it's simple rose-tinted nostalgia. Either way, it feels to me that contemporary game soundtracks are always lacking. Obviously there are a few exceptions - Castle Crashers, Street Fighter 4, Left 4 Dead - but that itself is the problem; games with decent soundtracks shouldn't be the exception, we need memorable, distinctive soundtracks as the norm.
Amid all it's lunacy, Bayonetta had an amazing soundtrack. Say what you will about endless remixes of 'Fly Me To The Moon', at least it's distinctive: I, for one, cannot hear that song now without thinking about climaxes and lollipops.

The development of videogames as a medium has, like any other, relied on technological advancement. As technology improves, developers will, and always have, found new ways of making games interesting and engaging. This advancement, however, always seems focused on the visual element. It's almost as if post-Playstation, audio technology reached some sort of plateau. Surround sound would have been the last frontier for videogame audio and even then, original soundtracks would have been unaffected. Graphical development still has new ground to break; there are still visual styles that have been left untouched and 3D is on the horizon. Audio, however, faces a much less determined future.

I'm hoping that somewhere out there, someone or one particular game will reassure me - tell me that it's all going to be alright and videogames won't be permanently restricted to aping shitty Hollywood idiot-fodder. A boy can dream. Until then, said boy is going to keep the rose-tinted shades on and keep listening to Mux Mool. Retro fans, enjoy:

Saturday, 20 March 2010

The fastest, most powerful

...games console on earth! Well, not these days, but in 1997.


I've hoarded a lot of stuff over the years and occasionally I'll find something in a box that makes me squeal like Vanille on prom night (or casting magic, or jumping, or moving around a bit). Hence these scans of an N64 guide from Official Nintendo Magazine. The Tech-Specs on page 2 provide the most enjoyable reading with factoids like 'Over 1000 times more power than the moon-landing computer - FACT!'

(Click to read)

Just looking at the screen shot of square-lookin' Jaws from Goldeneye is enough to send me looking for my Moonraker Laser, and F-Zero X is possibly still the most enjoyable multiplayer racing game I've ever played. The rivalry with The Faux Bot was legendary too, it was like Godzilla vs Megalon.


These first 2 scanned pages are not all happy memories and staggering statistics about how Nintendo is better than NASA however - F1 World Grand Prix was not 'a truly awesome motor-racing game' in fact it was fuck awful and still leaves a bitter taste now, 13 years on. Worst buy ever.

Wednesday, 16 September 2009

The History of Hockey Videogames

Ice hockey was the only sport that ever managed to hold my interest, with the exception of basketball, when I were a lad, and my interest has been on the grow over the past year thanks to a fantasy hockey league run by a good friend. You may know him. It always struck me as logical that picking up one of EA's NHL games would be an excellent 'in' for me to get back to grips with the sport, but alas, I find them complicated and alienating. I promise that I will make the commitment to getting NHL 10 and working at it, should friend reviews recommend it.


It would seem that Hockey and videogames have gone hand-in-hand for some time now, a theory backed up by a fascinating article over at The Pens Blog and, to me at least, epitomised by Kevin Smith's best Mallrat - Brody. Whilst I'm no fan of Sidney Crosby (this is based on attitude as opposed to talent) I cannot ignore this article. There are some links to emulators and roms for some of the older titles should you get curious, and it charts a completely thorough history, raking up a few you may have forgotten. Go read.


Makes me want to dredge up a basketball one just to reminisce over NBA Jam. God that game was awesome, who's with me? Also, whilst we're on the subject, would anyone else like to see more sports games coverage on the site? It's an area in which we are criminally lacking. Any volunteers? Good pay and benefits (lie) apply in the comments.

Friday, 31 July 2009

Pizza = Health

Attributing memories to facets of popular culture is by no means strange behaviour in this age. Undoubtedly we all associate certain emotions and memories with particular books, music, films and of course, games. Throughout my childhood, one genre stuck with me and continues to have a profound effect on me even now. My undying love for the scrolling beat-em-up is what made me cream in my shorts the first time I saw Castle Crashers or the first time I saw the animations of Paul Robertson. These games come from the time that made Capcom and Konami the giants that they are today. They made games that defined my childhood and for that, I will be eternally grateful. Without further ado, I want to share some of my favourite games with you and the memories that are linked to them.

The Simpsons (Arcade) by Konami



Before I became a stereotypical postmodern smart-arse, The Simpsons was pure comedy because Homer was silly and Bart was rad. Whilst this seems like a cheap, obscure cash-in now, back then I cared not about how this game simply didn't fit with the genius of the show's writing. I was young and didn't care. Right on. No matter how snobbish I get though, I cannot repress my love for this game. Just watching the playthrough and listening to the theme tune rendered in just sixteen bits brings back fond memories of the time I spent in the seaside arcades of Tenby. I cared not for seaside trinkets or souveniers. I converted whatever money I was given into fifty pence coins and went hell for leather. My parents were always disappointed that I never had 'much to show' for my time spent on holidays. Shows what they knew.

My love for The Simpsons leads on wonderfully to the next game in this nostalgia trip. I never had Satellite TV, so my only exposure to The Simpsons before it hit BBC2 and Channel 4 was renting the videos from the now sadly departed Clubs Video. Situated just a short walk from my house, Clubs Video was the best place in the world next to Tenby. Not only could I rent Simpsons videos, but I could also get a 20p mix-up and play on their arcade cabinet:

Cadillacs and Dinosaurs (Arcade) by Capcom



I had no idea where the hell this game came from. I have since learned that it was based upon a series of comic books created by Mark Schultz. Apparently it had figures, chocolate bars and a TV Series, but my only exposure to the licence was the Capcom arcade game. It took the standard Final Fight template, but mixed it up with vehicle sections and the fact that you could punch a raptor in the face. My love of all things post-apocalyptic could have been subconsciously spawned by this game as watching the playthrough now has me fawning over the decaying cityscapes and Road Warrior character stylings.

Sunset Riders (Arcade) by Konami



My local Leisure Centre was hardly a 'hot spot' for video games, what with it being the kind of place that should be encouraging kids to be more physically active. However, they still saw fit to sell trays of chips stacked to the heavens and have an arcade cabinet nestled between the vending machines. That cabinet just happened to house Sunset Riders.

Just as much of a shooter as it was a brawler, Konami's Sunset riders took a bold direction: moving the scrolling beat-em-up out of the familiar territories of dystopian American cities and licensed properties, and took it into the wild west of our father's youths. Chip-greased buttons and frantic yells as we ran on top of the stampedes were the order of the day and how could I forget "bury me with my money" which possibly made me piss myself twice as hard now as it did then.

Guardian Heroes (Saturn) by Treasure



One of the first pieces I ever bullied Bojack into writing here was his very own love letter to this somewhat forgotten gem. Whilst this came along a lot later in my life and it wasn't housed within an arcade cabinet, it still brings back fond memories. Countless Saturdays were spent watching Bojack beast this game. I would hardly ever play, but we would both stare at a 14 inch portable TV for hours on end, until my head was pounding from the eye strain. I adore this game, not just for it's superb design, but also because it reminds me of good times with one of my brothers.

The game's legacy lives on through The Behemoth's Castle Crashers. Crashers is in many ways a spiritual sequel, taking on Guardian Heroes weapons, levelling and RPG elements and reconfiguring them with a genuine sense of affection. The game featured sublime animation, character design and music and is easily my most sought-after title. As soon as I get my hands on that Saturn, I'll be hunting for this game morning, noon and night.

I'm sure there are games out there that hold special sentiment for all of us. This was but a small selection of mine and barring some sort of backlash for my outpouring of sentimentality, this will be one of many such features.

The Faux Bot

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