Tuesday, May 13, 2014

Only 6 days left for Kenji Eno's unreleased game



The crowd-funding project KAKEXUN has only 6 days left before it ends, having reached 4'500'000 yen. Which is only 500'000 yen short of its goal. Or about $5000. It's an attempt to create one of the last documented ideas of Kenji Eno, before he passed away.

I've backed it 5000 yen. Though you can back any amount. Although it's a Japanese crowd-funding platform, rather than something like Kickstarter, it's surprisingly easy to set-up an account. English instructions are available.

I posted an excerpt of my interview with Katsutoshi Eguchi on Gamasutra. As I mentioned previously on the blog, this is a fascinating example of posthumous creation - the ideas of someone deceased being created by that person's friends, as true to the original vision as possible.

Will they reach their goal though? It's going to be tight with only 6 days left. But I like to think that there's enough fans of WARP and Kenji Eno to be curious about it. Or at least post on Twitter and social media, spreading knowledge of it. Here is HG101's feature on some games by WARP. Help the legacy live on by talking about it - what do you think of this development? Spread the word.

Thursday, May 8, 2014

GC9X Livestream: Multimedia Madness

So, the beginning of summer approaches. What will most of you do to celebrate? "Hang out with a bunch of guys on the internet looking at old video games?" Hey, me too! Especially games like... this.



GAME CLUB 199X PRESENTS: MULTIMEDIA MADNESS

STARTING SUNDAY, MAY 11TH, 7 PM CST/8 PM EST

That's right, this Sunday, the GC9X crew are going to drag you screaming into FMV Hell, with an assortment of PC action and adventure games with a focus on FMV-based gameplay.

We've got good-ISH games...



[i]Questionable[/i] games...



And things that just might not even BE games.



Did you know there was one of these about Prince? Now you do.

Also, give you the false illusion of choice that ultimately means little to nothing that most FMV games can only dream of, we give you, the viewer, two, count them, two options! Should I:

A. Play every game blind, and stumble my way through until my inevitable death and/or frustration?
B. Find walkthroughs for every game I can find, using those until my inevitable death and/or frustration?

Please note, however, that while you're free to send requests, we won't be able to play all of them. These games get pretty huge, and some of them have technical issues. Also, please don't ask for Night Trap. We'll get to that one in due time.

To place your vote, please check the forum thread here!

The stream will be at www.livestream.com/robertenaytor when stream night approaches. Hope to see you there!

Saturday, April 26, 2014

Post-Mortem: Deception V ("IV"): Blood Ties/Kagero: Darkside Princess



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I love Deception.


A lot.




Little wonder I was incredibly hyped for the fifth game.

Okay, you're probably confused right about now.

Why is it called Deception IV when it's the fifth game?Glad you asked!

The Story so Far:








Each of the PS1 games was localized as 'Deception'. I, II, and III, respectively.
The fourth, in a timelessly silly move, as 'Trapt'.

So, TecmoKoei(or whatever they call themselves) localized the fifth game as IV.

I guess I'll allow it. Moving on!




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Deception V existing at all is kind of a miracle. It's the kind of ultra niche franchise you expect relatively big name devs like KT to give up on in favor of surefire cashcows like Dynasty Warriors and Ninja Gai-.... okay just Dynasty Warriors.

So a company undertaking this kind of project nowadays definitely deserves support.

Especially when the game isn't ruining the legacy, but builds on it in every imaginable way. Deception V is one massive love letter to the series. The devs love the series just as much as I do if not more.

Firstly, bios.

http://i.imgur.com/jIMIlex.jpg 

Would this be a Deception game without stupid people flocking to their death in droves? Hell no.

Secondly, the traps.

Oh, V's variety of killing tools is delicious.






Traps in V have three flavors: Elaborate, Sadistic, and Humiliating.

Far more than the wall/ceiling/floor trap limits of old, now there's flavors on top of that.

And with three flavorful Daemon followers to personalize them!








They also make requests/challenges of the player during each level, adding lots of replay value.
They're great for discovering new combos, too.

Oh yeah, story.




Laegrinna, the Devil's Daughter, seeks to revive her father, the Devil. She has three Daemons to help her do it. The means? Murder 12 descendants of the saints that sealed him away.

I'm not a fan of her outfit either, but hey...
(Millennia outfit from Kagero: Deception II)

It gets better with unlockables.

There's also four new stages, each with a plethora of fun killing techniques.

My favorite being the amusement park with the deadly roller coaster and merry-go-round, but there's also a factory with conveyors, a castle with armored chariots, and a massive cathedral with devil-powered crushing limbs and moats patrolled by mechanical gators.

http://youtube.com/watch?v=XDxVFfDq4D0

Fun stuff.

Then there's the enemies themselves...



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Oh, they are nasty now. Despite relying on a lot of palette swapping, enemies now have destructible armor, guns, elemental varieties of magic, and are more clever than ever.

Still, it makes it all the more satisfying when you crush their armor with a pendulum then drop a tombstone on their skulls, doesn't it?

Deception V has all the series staples when it comes to traps: pendulums, bombs, bear claws, lances, arrows, washbins... then add in flaming boulders, pies in the face, and a Delta Horse, and you've got enough torture implements to take on an army of stupid invaders. (You'll need them.)





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I played the Vita version and had a wonderful time, but I'm sure the PS3 version is just as good if not better... despite the extra $20 cost involved.

Wednesday, April 23, 2014

Nintendo Power Retrospectives - Part 27

This week I'm taking a look at Nintendo Power #17, for November of 1990, covering Final Fantasy.


Please support my Patreon at http://www.patreon.com/countzeroor

Wednesday, April 2, 2014

Nintendo Power Retrospectives - Part #26

This week I'm taking a look at Nintendo Power #16, for September of 1990.


Please support my Patreon at http://www.patreon.com/countzeroor

Games Reviewed (Starred titles are picks of the issue):

  • Maniac Mansion - Lucasarts - NES
  • Rollergames - Konami - NES
  • Snake, Rattle & Roll - Rare - NES
  • Kickle Cubicle - Irem - NES*
  • Mission: Impossible - Konami - NES
  • TMNT: Fall of the Foot Clan - Konami - GB
  • Cosmo Tank - Atlus - GB
  • Quarth - Konami - GB*
  • Skate or Die: Bad 'n Rad - Konami - GB

Thursday, March 27, 2014

Nintendo Power Retrospectives - Part 25

With the term over, I'm getting back to the series with a look at Nintendo Power's second strategy guide issue, covering Ninja Gaiden 2


Wednesday, March 26, 2014

A new Kenji Eno game


Last year I had the good fortune to interview Katsutoshi Eguchi, friend and colleague of the late Kenji Eno. Along with other colleagues, they're planning to create a game (in fact, several games) based on the ideas of Mr Eno which were never fulfilled. They're using Japanese crowd-funding platform Motion-Gallery, and in a few days have nearly reached the halfway point. A detailed explanation of the game in English is HERE. If you want to support the project, HERE are step-by-step instructions, in English, for navigating the Japanese menus. Even if you don't back the project, I think it's worth spreading the word and talking about this. It's a significant event in games history. Films and books have been published after the creator had passed away - but I personally cannot think of an example in videogames. Furthermore, Mr Eno himself is legendary for his maverick ideas. This is the same developer who created a purely audio-only game, Real Sound, which could be enjoyed by blind people. Meanwhile his trilogy of horror games are cult classics - if you've never played D, Enemy Zero, or D2, it's worth reading HG101's article on them. Personally I'm excited about KAKEXUN, not only because of this game, but what it means as a precedent. As Mr Eguchi explained, there were many ideas which Mr Eno had documented in great detail but never made use of.


Sunday, March 16, 2014

GC9X Livestream: Please Register Your Shareware

COMING SATURDAY, MARCH 22ND, 9 PM EST/8 PM CST...

GAME CLUB 199X PRESENTS: PLEASE REGISTER YOUR SHAREWARE



Next Saturday, fire up NetZero, crank up your Linkin Park CDs, and check your ICQs for the next GC9X livestream! This time around, we're focusing on the many, many shareware games floating across the internet, and we'll be getting together taking a look at them!

The good...



The bad...



And my favorite type, the strange and obscure!



Using the combined powers of DOSBox for DOS games and Oracle VM VirtualBox for Windows 95, 98, and beyond, we'll be playing through 1,000 GREAT GAMES!* I'm busy gathering up any shareware compliation CDs I can find, so that together we can see what kind of stuff we can find on these things. So, while I'm collecting games, if you have any special requests, PLEASE put them in the thread, so I can collect them and play them live on stream for you!

It all begins Saturday, March 22nd, 10 PM EST/9 PM CST! But remember, you can only watch us 5 more times before you have to pay for our extra features. (Note: This is not actually true. ...Yet.)

The link, once the stream begins, will be found here: www.livestream.com/robertenaytor

* We won't actually play 1,000 games. And they're not all great. We can't even promise all of these will work.

EDIT: I made a small error on the time the stream starts, so I want to apologize for this. I meant to say 10 PM EST, or 9 PM CST.

Thursday, February 6, 2014

Early Japanese Computer Gaming: Emmy (エミー) (NSFW)



In 1966, Joseph Weizenbaum published ELIZA, a computer program that was meant to replicate human conversation. In its most famous implementation, ELIZA acts as a psychologist, asking the user assorted questions, and then using the responses to formulate further questions.


In 1984, Kogado developed (and ASCII published) Emmy: The Funny Game, released for the Japanese PC8001 computer. It too mimics human conversation, except there's a visible representation of a girl. The goal is to get her to take her clothes off.

Some images further down are not safe for work!



The parser and response is incredibly simplistic, compared to even the earliest implementations of Eliza. If you say things she likes, she'll react positively. If you say something she doesn't like or doesn't understand, she'll react negatively. Occasionally she'll take note of the things you say and repeat them back. Sometimes she just sits there and giggles. If you manage to make her happy, eventually her image changes, slowly removing her clothes. If you irritate her, she'll show you the door and dump you at the command line. If you have a printer, you can have it print out a record of your little chat.



ELIZA was never really a game, and more of a Turing test, to find out how long it could fool users into thinking they were interacting with a real person instead of a computer program. This differentiates it from Emmy, where trying to figure out what she likes is ultimately the goal. Of course, what she likes is seemingly arbitrary, because the game's vocabulary recognition is not very extensive. Genial pleasantries like "ogenki desu ka" and "konnichiwa" tend to be shrugged off. You can get dirtier, and she may or may not like it. She's very hard to predict. There are canned phrases that she looks out for, like "kimi wa kirei" ("you're pretty") but you can't use them too often.




The art is designed in 160×100 pixels in 8 color mode. The coloring is stark - Emmy's outline is white, while both the background and her skin are dark black, with yellow used for her dress, red for her lips, and purple for her panties. In spite of the extremely low resolution, the artwork is quite expressive, and it makes it very clear when you've pissed her off. Some of the coloring of the "props" she poses around are very odd though.



A sequel, Emmy II, was later released. It was published later in 1984 for the PC8801 and FM-7, and in 1986 for the MSX2. In-game the title is "Emmy Virgin II", but the "Virgin" is crossed out and replaced with "Version". Ha ha! Sex humor.



The concept is identical, though this version of Emmy is easier, in both manners of speaking. She won't abruptly kick you out of the game like her predecessor, at least as often, and seems more willing to engage in nonsense lovey dovey talk. At one point I misspelled "konnichiwa", at which points she repeated by mangled word and then told me she loved me.



The cover of Emmy II uses a non-Asian model. In the PC8801 game, she's a manga-styled blonde. But the MSX2 game uses digitized photos for a real life Japanese girl. The "adult" aspects of this version were removed. The visuals in both versions are very much improved over the original game, though it is missing its unique stylization.



Considering that most ero games revolve around adventure games/visual novels, dirty mahjong competitions and gambling sims, the fact that the Emmy games are based around conversation makes it more noble than other similar types of games. It's also easy to imagine some poor sap purchasing this game back in 1984. "WHAT DOES SHE WANT FROM ME?!?" he might say. "I JUST WANT TO SEE SOME NUDITY!"

This 2009 article on Kotaku Japan suggests that Emmy might be the world's first "gal game". Of course, given the number of early Japanese computer games that focused on naked woman, that designation only makes sense depending on how you define "gal game".



Emmy's influence on Japanese PC games was not ignored. Yuji Horii's 1984 text adventure Hokkaido Serial Murders: Ohotsuku Ni Kiyu, the followup to Portopia Serial Murders, features a hostess named Emmy as an homage.

OTHER IMAGES

Emmy (PC8001)











Emmy II (PC8801)






Emmy II (MSX2)






Article on adult games on Japanese PCs
Blog article on Emmy
The works of Kogado (including Emmy)

Monday, February 3, 2014

Nintendo Power Retrospectives - Part 24

This time I'm taking a look at issue #14 of Nintendo Power, for July of 1990.

Games covered:

  • Chip & Dale's Rescue Rangers - Capcom (Pick of the Issue)
  • Snake's Revenge - Konami
  • Golgo 13: The Mafat Conspiracy - Vic Tokai
  • Solstice - CSG Imagesoft
  • Crystalis - SNK
  • Double Dragon (Game Boy) - Tradewest
  • Wizards & Warriors X - Acclaim