Sunday, July 11, 2010

Boku no Natsuyasumi 3 - DAY 1

It’s Sunday, August 1st 1975*. It’s been several months since the Watergate scandal in America; the great Japanese soldier Teruo Nakamura finally surrendered to Indonesian forces, wrongly believing the war had continued for 30 years; and only two months ago our former Prime Minister, Eisaku Satō, passed away.


I’m 10 years old and I’m going to my aunt and uncle’s place in Hokkaido for my summer vacation. It was a long train ride and my dad assured me I’d have a good time there. I stuck my head out the train’s window to feel the fresh country breeze - this was going to be the best vacation ever!
The farm was bigger than I expected, and there’s a mountain in the background. Aunty said dinner would be ready at six o’clock - I didn’t have a watch so went outside and played in the cow barn (it smelled funny in there) until uncle called me to eat. We had curry rice and then fresh yoghurt.
I then went exploring and accidentally let all the chickens out - I hope uncle isn’t mad. I went to granpa’s room, where he keeps his Igo board, and borrowed the red clock on his table.

Now I can always tell the time. I also found my first bottle cap in his room! It was Norway. I explored so much I was almost too tired to write my diary entry. It turns out I’m sharing my room with my cousin, Midori. She has a younger sibling which aunty often carries on her back. Before bed uncle gave me a bug collecting kit - tomorrow I hunt!


END

* Checking the internet, it would appear that August started on a Friday in 1975, meaning the game makers intentionally invented a non-existent reality for the game.

Saturday, July 10, 2010

Boku no Natsuyasumi 3 - mini-review

I’ve gotten 6 days written out in the BnN3 diary, read to start Sunday, so I thought I’d put up a mini-review in preparation. Tell your friends, bookmark the site, and get ready to travel back in time to 1975!
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My hope of these diary entries is to reach 31 days, document most of the game, and encourage people to check it out, or others in the series (there's Boku no Natsuyasumi 4 on PSP now). And although I don’t think big publishers read this blog (maybe they do?), I hope that it generates enough interest in the franchise so that someone emails someone else and maybe we someday see one of the series in the west, in English. Failing that, maybe the fan-translation community will tackle the PSP version. I am certain this has commercial viability in the west. It's not only tremendous fun, it's also different to anything else available on the market and yet, simultaneously, it has elements of a dozen other games. Crazy, huh readers?
BnN3 is a sublime game, blithe and delightful, reminding me of animated films such as My Neighbour Totoro, and also my own childhood spent on or near farms. If you’ve grown up in rural areas you can appreciate the smells and sights you’d encounter. If you haven’t, then the game should still appeal for it’s fishing, insect catching, bottle cap collecting, beetle sumo, and swimming gameplay.

A lot of reviews say there is no goal and it’s very laid back, but actually I found it the total opposite. The goal is to have the greatest holiday ever - and it’s not easy when there’s such a strict time limit. I’ve not played many games so tight for time. The game is portrayed similarly to Final Fantasy 7; the backgrounds are hand-painted water-colours, and overlaid on to them are polygonal characters. Each time you move to a different camera angle though you spend about 10 minutes of your day (this on the slowest timer; fast timer mode loses you 20 minutes or more). You only have until 11pm to play. It’s quite possible to run around your aunt and uncle’s house a few times and find it’s already time for bed. So most days require planning and strict diligence to achieve a specific goal. Wasting time can result in a “boring day” where you draw a generic picture in your diary at bed time, because you've not done anything interesting.

There’s elements of Pokemon, Tamagotchi, Animal Crossing, The Sims, and plenty of relaxing “non-games”, all of which have proven financially successful. The game was intended to cater to Japanese adults who remembered and yearned to relive their childhoods where they’d get shipped off to relatives in the countryside - I doubt anyone in the west spent their 10th year summer in Hokkaido, but this shouldn’t affect your enjoyment of the game. Childhood is a universal thing, and in the developed world most of us should be able to relate to elements in BnN3. It won’t sell a million copies, but I believe it would sell enough to cover the cost of text translation, printing and distribution, and net a profit - thereby also opening the gates for building on an early fanbase to release future instalments.

My only concern with it coming to the west is how butchered it would end up. Anyone who has even a slight inkling in the game should be able to appreciate that it’s set in a different culture and that some things will be alien (such as Haiku and a reference to the mochi-rabbit in the moon), but if you remove these elements you wouldn’t by some magic entice mainstream gamers to buy it. They want Killzone 3 and grey/brown shooters, and no amount of alterations will ever bring them to the table, so there's no point trying. The Boku no Natsuyasumi series appeals to a few very specific groups of gamers (Japanophiles and relaxation gamers, for example), and leaving it intact would be the way to appeal to them - it would also make the job cheaper and therefore easier to accomplish. Maybe pull an Atlus and include translation notes in the manual, explaining Japanese culture.

Anyway, I’ll leave it there. Please note that when I make the diary entries, I have attempted to write in the mindset of a 10-year-old boy. So the language is mostly simple and to the point. I also try to be funny in places, or explain cultural things. And for those who like it, there is an ever-so-slight Digitiser vibe to some entries.

For anyone wanting to start the game, the first big tip I’ll give is:
Visit granpa’s house which is down the stairs - there is a red clock in there you can take, which allows you to tell time. Also, IMPORTANT: make sure to go to the settings menu, and change the timing speed to SLOW, otherwise the game moves FAR too quickly.
In the meantime, check out the following Youtube videos which have beginner’s tips.
Starting tips
Milking a cow
Sparrows
Swimming
Test of courage
Star Festival
Cemetery visit

Preview from the diary itself:
Day 2:
Since it was warm I decided to take off my t-shirt and shoes - I was about to do the same with my shorts when I remembered a similar incident at school in the city, where I got into all kinds of trouble with the teacher. Shorts must stay on!


Day 3:
Later I caught a fish. He’s small but red - I think I’m going to name him Turbo Derrick.

Friday, July 9, 2010

GamesTM and the State of Castlevania


A couple of months back I was interviewed by the folks at British mag GamesTM about the Castlevania series. The issue has finally made its way overseas to the US, and it should be available at most Barnes and Noble stores, so check it out!

I haven't actively kept up with the Castlevania Dungeon since starting Hardcore Gaming 101. It's not that I've had a falling out with the series. Oh no. It's mostly because writing about a variety of games is way more interesting than obsessively capturing sprites, cataloging them in tables, writing captions and doing all of the tedious gruntwork. I do admit my enthusiasm starting to wane a bit around the time that Dawn of Sorrow came out, though. I remember getting into an Internet fight with someone on the Dungeon forums who accused me of being lazy when doing descriptions for the same redundant castle areas over and over. My defense was "If Konami's not going to try anymore, then why should I?" How can you say anything more about the same Clock Tower you've been going through the past four games?

Still, though, saunter into any random NeoGAF thread on Castlevania and it's mostly complaining about how the series has gone downhill. The most recent developments have not been great - that stupid iPhone puzzle game is embarrassing, and while I haven't played the upcoming XBLA multiplayer thing, it looks tragically hacked together. Still, though, I don't exactly hate IGA the way the most vocal fans seem to, but then again, they seem to be looking for different thing in their Castlevania.

The biggest complaint is towards the level designs, and how large and aimless they are, and how the monsters are tremendous pushovers - I believe the hip phrase is "monsters on shelves". It's all true, but that seems like it's missing the point. I feel that criticizing the level design in an IGAvania is like criticizing the level design in a typical hack and slash dungeon crawler. It's not really about platforming challenges but just about the exploration, soaking up the atmosphere, experiencing the ever-crisp controls with its gorgeous 2D sprite animation, finding what cool random loot you can pick up (and the crazy powers they give you) and hopefully listening to some rad music. That's why the atmosphere is so important, and it's actually why I like Portrait of Ruin so much compared to the other DS games, whereas most seem to regard it as a black sheep. It also had new some locations to explore that went outside the Entrance Hallway/Underground Lair/whatever else rut that it'd gotten itself into. Exploring the streets of London or the Egyptian pyramids was quite cool, and it definitely has the best soundtrack of the bunch.


Order of Ecclesia has become the new fan favorite because it actually makes things more difficult, and cuts down on the backtracking by implementing a map screen. I wasn't a big fan of either of these changes, honestly. They ultimately made the game more difficult by jacking up the hit points of the enemies and forcing you to pay attention to elemental alignments to do any semblance of damage. I don't mind this, but I do mind the boss battles, which, while technically far more well designed than anything since the pre-Symphony days, tend to grow tedious simply because it takes way too long to kill them. I don't mind being a given a small margin of error, where three or four stray hits can completely kill me - the old games worked like this too. But even the most exasperating Dracula battles, like at the end of Castlevania III, were over in a minute or two. In Ecclesia, even when you've properly equipped yourself, you're hitting the same enemy dozens and dozens of times, slowly chipping away at their invisible life meter until it gives in or you die. It's an element of modern game design that you see a whole lot in 3D games - long and drawn out sequences versus short and sweet ones.

I also thought that the game world broke up the atmosphere. A lot of the fun was getting a sense of the world through a map which slowly revealed itself over the course of a few hours. That cohesion was totally missing. In an older Castlevania game, you could say that, for example, the town was located between the forest on one side and the caverns on the other. Here, none of that geography matters - it's just a place you point to on the location selection screen.

Still, Ecclesia is legions beyond anything else Konami has been doing with the series lately. Beyond the stupid spinoffs, I'm not sure how much high hopes I have for the new game. It might be alright, but if it was hard to get excited over Dante's Inferno since it was just a God of War clone, why should we except better from Lords of Shadows? Better music, maybe? Even the extremely regrettable Judgment had an alright soundtrack. It's hard to see what else that's uniquely Castlevania they can bring to the table, other than whip controls and the whole vampire bit.

Ghostlight wants to know what to localise next

The European localiser of Agarest: Generations of War, a small company called Ghostlight, is asking which game Europeans would like to see it localise next.
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Actually, it’s part of a competition to celebrate the release of 32 pieces of DLC (a lot of which is free) just the other week. The prize is one of those Agarest boob-mousepads and pillow, if that’s your thing. It’s also open only to European residents, but I thought HG101’s American readers would be interested in the news, and it could stimulate debate on the many, many great Japanese games which are unlikely to ever reach us. I entered not for the prize but because I maintain a naïve hope that some for of unexpected localisation may result from this.
I voted for Boku no Natsuyasumi 3 on PS3, and this blog post is really just an excuse to say I’ve started this rather fine little game using Playongo’s tips to help me along, and I should have the diary entries starting this Sunday (the game starts on Sunday 1st August 1975, and while I’ve no intention of waiting until August, it would be nice to match the week’s days up). I’m 5 days in and absolutely love it - the water-colour painted backgrounds are sublime, while the activities and storyline are really nice. Having always lived on or near farms, I can totally relate to the setting, despite it being in Japan.

A more important question, pertaining to this Ghostlight competition, is would we even want them to localise anything? On the one hand they kept the Japanese dialogue for Agarest, which was a good thing, but their text translation was too literal, very dry and wholly uninteresting. I played a few chapters and found it as captivating as reading transcripts of parliament. It desperately needed some Working Designs of Aksys Games style spice. The US localisation by Aksys, while I’ve not played it, appears to have really run with the almost-but-not-quite H-game mentality of the source material, even censoring promotional images which had nothing to censor in the first place.
If Ghostlight did localise something like Boku no Natsuyasumi 3, they’d probably keep the Japanese dialogue (good) and not try to reinterpret the text too much (also good). I could imagine another company trying to Americanise the setting somehow, or at the very least remove anything too culturally specific. There’s a section involving composing haikus, which if Sega localised it, would probably be cut completely. Though with a little effort the haiku mechanic could be localised to remain functional and interesting - whether the unwashed masses have the ability to appreciate it is another thing.

Furthermore, and this is what really pisses me off with Ghostlight, it took over 9 months to release the DLC content. After Agarest was released in Europe, several months went by after which it was released in the US, and almost immediately America received DLC, both free and cost. And yet nothing in Europe. Months went by and we’re finally getting the DLC content America got, despite receiving the game before you guys. My guess is that Ghostlight saw Aksys making money from DLC and did some kind of licensing deal to convert and then release American DLC content in Europe. Whatever the truth, it portrays Ghostlight as being fairly inept.

And yet that’s what you have to put up with when taking an interest in niche titles - because hypothetically speaking, who other than Ghostlight or some other tiny publisher might see the profit in localising an overlooked game from 2007? I’m impressed Ghostlight is even asking for recommendations.

If not Boku no Natsuyasumi 3 though, I’d be tempted to list visual novels for Ghostlight. The WAHP podcast has often said good things about Steins;Gate, which is something we’ll sadly never see in the West (and for mysterious reasons isn’t being released on PS3 in Japan despite high sales). Curiously I’ve read that an American X360 magazine snuck a demo of it onto one of their cover discs - which just boggles my mind. Other titles include 428, the Shibuya mystery game. Given time I could probably list 50 current generation games from Japan which would be worthy of localisation.

Vic Ireland in an interview said the last frontier of untapped Japanese games was visual novels - and there was some talk that Gaijinworks would be looking into this. I’m inclined to agree, visual novels have been seldom brought to the west, and when they are tend to be overlooked. JBox has a few which are work safe (sister site J-list is NOT work safe though) apparently in English for PC, but I never read reports on these in mainstream publications. I'd like to see EDGE/GamesTM/EGM/GameFAN tackle the subject of visual novels. Call it 8 pages looking at the past, present and future of the genre, in Japan and the west, in Japanese and English. The best, the worst, the most curious, the fan-translated.

Having recently played through Disgaea Infinite, the visual novel set in Nippon Ichi’s Prinny filled universe and involving SUPER MAGICAL PUDDING, I have an even stronger liking for the visual novel genre. Why western companies seem SO reluctant to tackle it is baffling. With no dexterity required, they’re the perfect thing to entice non-gamers to the hobby. Not all visual novels are smutty. Disgaea Infinite is aimed at young adults but is family friendly, and is very funny throughout.

Though I guess after NIS revealed that Sony has a tendency to reject anything which appears like a visual novel (how the hell did they approve Disgaea Infinite then? Regardless Sony are swine when it comes to approving stuff), even if Ghostlight did take an interest in localising visual novels, they’d never succeed anyway. Which takes us back to Boku no Natsuyasumi 3. I hope that my intended 31 daily diary entries will show someone that it’s worth considering. If a company marketed it as being akin to Animal Crossing, I think it could succeed. And even if no one pays attention, you can live vicariously through my photos.

After BnN3 I’m probably going to attempt a visual novel playthrough, since there are a few in English which look interesting. Unfortunately they’re not easy to get hold of...

Thursday, July 8, 2010

Okay, I think Sega's mad at me


Want to know why?



Because this theme does not match the color of my PSP. At all. They did that ON PURPOSE so they'd force me to get this.

Tuesday, July 6, 2010

Muppet Babies - It's Only Pretendo



Muppet Babies, along with The Goonies, remains one of the mostly fondly remember parts of my childhood. They captured a child's ability to find excitement and adventure in the most mundane things, before the reality of adolescence and cynicism of teenagerdom crushed it all. It's not available on DVD, despite still being pretty damn good, probably because of licensing issues. It used tons and tons of footage from movies, a lot of Lucasfulm stuff in particular, and I'd imagine it'd be a pain to hash out the rights.

Last week I found a torrent with all episodes and spent a good few days downloading all 18.6 GB of it. It was a great time remember old favorites, like the one where they enter Scooter's computer to track down a bug in a parody of Ghostbusters, or when they shrink down in size to cure Skeeter's cold a la The Incredible Journey, or even when they're doing relatively less exciting things, like assembling a newspaper. I didn't realize that the series was so long running though - there are over 100 episodes, and amongst them there's one called "It's Only Pretendo". I'd remember the series made some references to computer games before, but they were all made up. Here, they integrated a lot of actual gaming references, sometimes in surprising ways.



So, the basis of the plot is that Gonzo has a video game system and imagines himself in a ton of different games. Here's an obvious Donkey Kong homage, except with a dragon up top.


He imagines himself as Mario, as well.


Ms. Piggie wants to play too.


She grows frustrated as dumpy old Mario, though, and transforms herself into a ninja, kicking him offscreen. She turns out to be more skilled than Gonzo, however, who grows jealous and not only withholds important clues from her but fails to save her in a dangerous locations, passing her up for an opportunity for more points. Most of the episode focuses on their adventures (with Animal along for the ride) with the others playing their own games.


It's hard to tell from the screenshot, but this is supposed to be Fozzie getting bombarded by Tetris blocks.



Fozzie then gets involved with some game called Skateboards of Doom, where he attracts the attention of these evil skateboarding ruffians who follow him throughout the episode. I don't think this is based on any particular game. Skate or Die, maybe? Or even Back to the Future? Probably not.



Gonzo and Piggie go medieval (kinda) for The Legend of Imelda: The Quest for the Golden Key.


This overhead view is obviously taken from Zelda 2. The music is EXTREMELY similar to the underground theme from Super Mario Bros 2/Doki Doki Panic though.


In the forest they encounter these weird ball things. Probably inspired by Pac Man, I guess.


The Donkey Kong parody returns. This is where they do the musical number of the episode.


I love when they zoom out and show that their rendition of the game looks a LOT like Zelda 2. EDIT: Not actually! Apparently it's really just Keith Courage for the TG-16. That's even weirder!


Scooter and Skeeter try out the equivalent of the Power Pad.


Here's the Power Pad game.


And them in the Power Pad game. They also note that even though they seem to be moving, they aren't making an visible progress. They also float forward even when they stop - was this how World Class Track Meet work, I've never actually played it. They're interrupted by Fozzie and the skateboarders that chase them. The only way for them to escape is to jump off the pad.


This one is really surprising. Fantasy Zone? A Sega game?


A close-up of the Opa Opa (obviously not referred to as such), piloted by the trio.


Animal points at a bad guy. Looks accurately like the generator things from the game, too.


Gonzo and Animal parachute out after being destroyed, but he fails to tell Miss Piggie and she loses another life.


Yup, it's Frogger. You can probably see where this is going.


Kermit tries to cross the road, only to meet his forbearer, who's been having a tough time. Kermit solves the problem by dressing as a traffic officer and stopping traffic.


That doesn't help the alligator river part, naturally.


Rolf fashions himself as a detective. I don't think there are any games like that out there, except maybe Deja Vu, but I don't think that inspired this one.


The episode then comes to a close, with Ms. Piggie as a ninja killing some weird bad guys. Lessons are learned as Gonzo and Piggie learn to play together, but then immediately fall apart as they argue over who "won".







Monday, July 5, 2010

253 free indie games in 10 minutes


Although posted way back on June 15th 2010, I only discovered this yesterday. So for those who haven’t seen it, Pixel Prospector has a video featuring 253 free indie games, in 10 minutes, and I want to play almost all of them. I apologise I’m not able to recreate their video here, and that only one game is shown above...

Their page with the video is HERE. They also list every game featured, along with links to further information and how to get it. I warn you though, it’s pretty intense, and you may miss something if you watch it one go - better to watch it in 2-3 minute increments, then pause to make notes and reflect on what you like.

When I see that there are this many good indie games out there, I have to ask, why the hell are multiformat print magazines not covering these? EDGE and GamesTM have microscopic coverage at best, while the newly relaunched EGM and GameFAN don’t seem to have any coverage at all (based on the first issues of both - I've not seen the second). For shame!

Oh, and don’t forget JoyToKey!

Saturday, July 3, 2010

Podcast dedicated to Japanese gaming


A short while ago the sixth episode of ‘WARNING! A Huge Podcast is Approaching Fast!’ came out, and I just finished listening to it today. Without question, everyone who enjoys the kind of output Hardcore Gaming 101 does, should listen to this fortnightly podcast. It’s brought to you by Casey Loe, Nick des Barres, and Eric Patterson, all former PLAY magazine staffers, so has a good pedigree.

I’m really excited about this series, because so far it stands as one of only a few pivotal creations which in some way defines my enjoyment of videogames - it’s that incredible. Others included Digitiser, Super Play magazine, Diehard GameFAN magazine, discovering InsertCredit, and discovering Hardcore Gaming 101 itself.

They cover things which no one else, whether printed magazine or website, comes even close to covering. My favourite is “mutter watch”, where they translate the Twitters of Japanese developers, often with hilarious/amazing results which you would otherwise never know about. They also cover a myriad of Japan-exclusive releases which, again, is impossible to get good information on since few other English sources exist. And if you know of any, please post in the comments. The whole podcast is rich with an infectious enthusiasm I find missing from a lot of modern discussion on games - these guys love what they're discussing and aren't ashamed by it. Oh, and their pixel art was done by an artist at SNK.

I wouldn’t be surprised if big magazines like EDGE or EGM actually start listening to these and basing their news on them, because WAHP is that ahead of the curve. God, I hope so, because I subscribed to EGM, despite their first issue seriously lacking in obscure Japanese information (they have Casey Loe on board, I can only hope Nick and Eric end up contributing as well).

With what must be over 15 hours worth of backlog now, anyone who hasn’t jumped on this bandwagon should do so RIGHT NOW. And trust me, every minute of those past 15 hours is totally worth listening to (except maybe the FFXIII themed episode, since it’s dated a bit - Episode 0 is essential though).

So grab it, grab it right now, and if you have a spare moment over the weekend, revel in the vanguard of unashamedly supergeek binary worship.


//Stage 006
//Main Topic: Online Import Shops

//Now Playing: Deathsmiles IIX, Xenoblade, Lost Planet 2

//Subtopics: E3, Nintendo 3DS, Ni no Kuni for PS3, Chiyomaru Shikura disses the PS3 as a gaming device, Final Fantasy VII HD would take 40 years, Marvelous nixes new IP, Masaya Matsuura says War Is Not The Answer, Final Fantasy XIII new for 500 yen, Just Cause 2 heavily censored in Japan, Fire Emblem without permanent death, your Loveplus+ girlfriend wants you to live, Twitter Watch, upcoming releases, we talk about making the podcast shorter, and we beg you to follow us on Twitter.


Tunnel Rats - a film by Uwe Boll


I was reluctant to post on this, since its only game connection is that it was directed by Uwe Boll, who also directed lots of game-to-film adaptations - to the hatred of pretty much the entire community. Perhaps if I double post no one will notice? MAJOR SPOILERS ahoy.
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I’ll level with you. This is the only Uwe Boll film I’ve ever seen. Tunnel Rats came after a long string of his game films (House of the Dead, Alone in the Dark, BloodRayne, Dungeon Siege, Postal and BloodRayne II), and in terms of pure entertainment, it’s not bad. In terms of everything else, it’s an incredibly glorious train wreck.

My two reasons for buying it were:
1) I love Vietnam war films. As a conflict which I have absolutely no emotional connection to, but which is recent enough to seem memorable in a way that WWII isn’t (and which is something everyone with grandparents is connected to), I find the Vietnam war fascinating.

2) The film has no script; all lines were adlibbed. As a concept this is incredible and something I had to see. I studied acting as one of my choices in high school, and am prone to spontaneous moments of theatrics, so the idea of an entire film being made up by the actors proved too tempting. Plus it was $4 delivered off eBay!

So it arrived...

Anything which opens with a rendition of the phenomenal Zager And Evans song ‘In The Year 2525’ is going to catch my interest (now there's a golden oldie, for our younger readers). Ironically, the song may actually have only been released after the film is set (depending on how inaccurate Wikipedia is), and it has nothing to do with the rest of the film - still, a great opening.

The rest of the film proved very entertaining, especially the made up dialogue, which is excruciatingly ridiculous throughout. The action too was pretty cool, with big explosions, very graphic gory deaths, and some claustrophobic moments in the tunnels. Oh, and everyone, absolutely everyone, dies in the end. Which is something I like in films.

None of this means it’s a good movie though, and reading IMDB’s reader reviews tells me it’s horribly inaccurate - which is something even I could recognise when I saw the Vietcong wearing steel helmets. Several IMDB reviewers who served in the conflict wrote out long lists of inaccuracies, stating that the film is an insult to anyone who was there, lambasting it in the process.

I can’t comment on the accuracy, but I can say that it’s entertaining if only for the wrong reasons - and only if you have no connection to what took place. If Tunnel Rats is indicative of Boll’s other films, I can understand why gamers et al hate his work. For me, I’ve spent beer-fuelled Saturdays watching a lot worse.