Friday, June 28, 2013

Majora's Mask

(Yep, nothing new - started watching Unity videos, but life is getting in the way.  Instead, here's some thoughts on Majora's Mask.)

I consider myself lucky to be attending an open event next week to discuss game design with the general topic of bringing a game to rant and rave about (some aspect loved, another hated). To that end, I'm reaching into the intersection on the Venn diagram of one of my favorites and what I'm currently playing: The Legend of Zelda: Majora's Mask for the N64 (henceforth refered to as MM, since I write these things on the bus using my phone).

All around, I consider MM a thoroughly excellent title and my favorite of the 3D LoZ games.  To this day, the visuals hold up, despite the lack of polygons and low resolution of textures.  What Nintendo lacks in quantity, they make up for with overflowing quality. The art is stylized, unmistakable, and remains beautiful. The graphics are superb overall, and I'd suspect even the most hardcore Call of Duty fans could appreciate the visuals.

The sound quality is up to Nintendo's usual phenomenal standards, such that any expressive animation is matched by the accompanying soundtrack and effects.  Every action is tied to satisfying audio feedback, and the music is both haunting and beautiful.  When the world nears its final moments, the bell's toll over a deeply  chilling track that really sells the weight of the moon falling.

The story breaks from the general LoZ formula in that Link is not ultimately trying to rescue the princess, but rather is searching for a friend (presumably Navi) when the mysterious Skull Kid, now empowered by the dark relic of the game's title, leads the Hyrulian hero into the world of Termina, aptly named as this world will be destroyed in three days by the falling moon.  Link, originally just trying to get the Ocarina of Time back from the Skull Kid, gets wrapped  up in the quest to save this world.

Termina as a setting is wonderful - a complete world that feels alive and active. Oblivion's Aurora engine did for NPCs what MM had long ago accomplished by giving each character a schedule, but since voice acting never has penetrated the LoZ series (thank goodness), the world feels much more alive and believable since no one comments on Link's skills as he walks by.  As the moon comes closer and closer to Clock Town, citizens flee the city, some seeking refuge at a ranch some distance away, others vanishing altogether (and in one case, cowering in the hidden backroom of their business).  All these characters have their own problems and agendas, which really helps to sell the world, but what really pushes this over the edge is the interconnectivity between the cast.

Aside from the usual standards of the LoZ series (exploration, dungeons, items, swordplay, and macguffins), MM introduces a myriad of side quests of varying relevance based on solving problems of the townsfolk.  Even better is how one problem fixed ripples throughout the three day cycle. For example, if you save an old woman from being robbed (who happens to be the owner of the local bomb shop), you are rewarded immediately with an item and the store will then carry larger bomb bags.  However, without the score, the thief never visits the local pawn shop, which affects another character's stake out of the shady establishment.  Because he never learns the thief's identity or the location of his lair, this charcter cannot retrieve his wedding mask, leaving his fiance to wait in town as the moon falls (assuming you convinced her not to flee).  This key mechanic of talking with the townspeople is used to great effect.  Quite frankly, it's just refreshing to solve problems in a game with nonviolent means.

Also introduced was the concept of time truly passing.  As I mentioned, there are just three days until the moon falls, destroying Termina entirely.  Of course, time passes at a videogame rate, which means these three days are just 72 minutes of real time.  This would be completely terrifying, but the Ocarina of Time and the Song of Time allow the player to reset the clock, returning to the start of the first day with key items, but not consumables (rupees, arrows, bombs, etc.).  This rewind undoes any progress in dungeons, but once a boss is beaten, a teleporter apppears at the dungeon's entrance to shortcut directly to the boss easily.  Finally, the rewind also resets the problems the NPCs face.  However, player knowledge is retained, which is incredibly important and powerful (knowing how to fix someone's problem, where to find someone, and what the lotto numbers of the day are, for example).  The knowledge and key items are enough to keep the player progressing through each cycle, but still the constant pressure of time looms over them, best seen as one particularly demanding side quest brings the player right down to the final moments before the moons hits,  basically daring the player into a nerve-wracking game of chicken against time.

There is a critical flaw with the game, however.  Though it may be a minor segment, the stealth portion of the game is purely frustrating as is the water area around it (swimming as a Zora is excellent, but an invisible maze keeps the player from truly enjoying the experience).  The player must infiltrate a pirate base, but is thrown outside the compound if caught. Given that the camera can only be controlled using Z-Targeting (forcing the camera to look in the direction Link is facing), this stealth is pretty difficult to maintain as the player loses sight of the patrolling guards.  Despite a camera even showing me the door to go through, it blends in behind a pillar. Going through the wrong door leads the player directly into a guard - and ejection from the inner complex. It's frustrating and time consuming (which is a precious resource, as stated above).

Majora's Mask is sheer excellence, dented by the pre-water temple segment.  Stealth is particularly difficult with such limited camera control.  However, one additional featires redeems this awful portion - an item that makes Link invisible. If the player goes off the intended path, it's possible to get this item before the infiltration mission,  allowing a player to completely bypass this frustration.  It's likely meant for players on a second play through, but is worth mentioning all the same.

Majora's Mask is one of the finest in adventure RPGs, and one of the strongest (and most different) LoZ games out there.   It's available on the Wii (U) eShop, and I can't recommend it enough.  If you're like me and still have the N64 kicking around with the memory expansion pack, you should try to track down an original copy.  There's just no substitute for controlling the Ocarina with the C Buttons.  Of course,  we can all hope that the rumors of a 3DS remake are true.  Whatever method or system you have available, you should absolutely play this game.

See you next... - oh wait, no.  Have a happy and safe 4th of July weekend!  See you the week after that.

Friday, June 21, 2013

Books!

(Err, nothing to report.  Here's something else entirely!)

I'm so not ready to write anything this week, so this will be a hodgepodge.  I was originally going to write about Microsoft's big turnaround, but I don't have a unique angle to give: I don't like DRM, but they didn't have to kill every feature, did they?  That's the story you'll find nearly everywhere, so why bother reinventing the wheel?

I've been reading a lot lately, so here's my top five books (in no particular order)!
1. Stephen King's On Writing.
This is just an inspiring book that any creator can learn from.  The biggest lesson/reminder for me was the need to submerse your in your art form and other life experiences.  It's part of why I haven't gotten back to work yet - and definitely why I'm reading so much lately.

2. Getting Things Done
This book is a bit less straightforward than On Writing, but is a major life-lesson as well.  GTD is a work/life methodology of how to actually get things done (you may have guessed that from the title).  Biggest lesson here is the importance of writing stuff down whenever you think of it so you can focus your mind of the task at hand.  I cannot recommend it enough to people about to go to college.
3. The Book of Lost Things
An absolutely fantastic Narnia-esque tale.  It's moving dark fiction.
4. World War Z
This is the definitive zombie apocalypse writing.  Damned good, and focuses on the human element throughout - which is the correct usage of zombies.  Movie looks like a pile shit though.
5.Legend of the Five Rings: The Clan War Scroll #1 - The Scorpion
This is purely biased, but it really sells the world of Rokugan.  I love the L5R card game, campaign setting, and damn me if the Scorpion clan isn't fucking amazing.

Alright, enough rambling.  See you next week.

Friday, June 14, 2013

Re: E3 2013

Man, what a week.  E3 had an energy this year that's just been missing; I'm legitimately excited.  There's an electricity in the air from the new consoles and the flood of titles accompanying them.  Here's my run down:

Ubisoft knows how to put on a show - they mostly stuck to videos and actually had a level of zest in their presentations, instead of the usual lie about a live demo being played by person-holding-a-controller on stage (they pulled this trick with The Crew, but I'm still psyched about that one; it's like all the best parts of the Need For Speed franchise turned up to eleven).  They had a lot to show, and gave us just enough of a sample to make us want more.  Now that's how you build hype!

SquareEnix has revived Kingdom Hearts 3 - remember how this was a thing last console cycle?  Final Fantasy vs XIII has become FFXV instead, and it looks shiny - even fun!  Of course, there's also Thief, which we'll see how that goes when it comes out (I'm cautiously optimistic about that one, for I desperately want it to be excellent).

I skipped EA, but I'm happy Mirror's Edge 2 is happening.  I missed the first one, but always had interest.  From what I heard, it wasn't far from the mark.

Nintendo had its share of bad news. It seems delays are the norm, which is not good for the old guard.  The Wii U might pick up steam come October, but it's certainly a dark horse in this race.  However, I have faith.  They have a habit of pulling tricks out of their sleeves in the form of mushrooms and rupees.  The biggest surprise was certainly Mega Man coming to Smash Bros, which makes me stupid excited.  Sorry Jigglypuff, you've been replaced!

Then we hit the Sony power house.  Their exclusive line-up was strong enough to hold the system up, but then they announced that the PS4 is sticking to the way we've done things for years.  You own the disc, can trade and lend it how you want.  This is one of the few announcements about technology staying the same that will earn rousing applause and cheers, and was quite possibly the most smug moment of human history.  When they released the price at $100 less than the Xbox One, you could feel Microsoft double-over.  That's a huge difference.  There's also the ability to self publish on the PS4 (!!!), which is incredible for indies.

Then we hit Microsoft. They're trying to do what Steam does, but their implementation is comparatively sloppy and isn't supported by the current internet infrastructure in the US.  They need to change the daily check in, hands down.  Titanfall is their best exclusive offering, since Halo only showed a teaser (why does he need a cloak, anyway?).  Killer Instinct is now covered in stigma, and they lost most of my interest because of that scene, which is a shame because I still have - and love - my copy of Killer Cuts (the OST that came with the awesome black SNES cartridge).

I had considered, and even tried, writing an entire post on the whole "Just let it happen" issue, but there are a plethora of articles on the subject - better written ones.  However, it is worth a paragraph or two, since all the articles muddle the issue with the speaker, recipient, and what they were doing.

The problem is this, and this alone:  One person says to another, "Just let it happen" for a laugh.  It's not that a man said it to a woman, that they said this at E3, or that it occurred while the woman was getting trounced at a violent video game.  What matters is that one person used language related to rape (Google "Just let it happen meme" for proof - the first result is "rape sloth"), as a joke.  That is the problem in its entirety.  It is not okay to make a joke out of rape, no matter if you are on stage at a public event, playing an online game, or hanging out with your close friends behind closed doors.  It's not okay, and that's that.

 As for Microsoft's responses:
*She wasn't offended.  So? It's still a rape joke.
*We apologize.  This seems insincere, particularly because they passed the buck by saying that wasn't scripted.
*That wasn't scripted.  I call BS.  E3 is too big to leave any part unrehearsed, especially after their reveal fell flat.  Maybe it wasn't written in the script technically, but you can safely bet they rehearsed that bit.  You can hear it in their voices.  Their speech sounds incredibly unnatural, and not due to stage fright - that sounds warbly, like the person is shaken.  Their delivery was just too flat to be off-the-cuff.

All in all, Microsoft has done a fine job convincing me not to get their console.  Some of their system sounds neat, but too much is just not ready (or out of their control) for me to be comfortable with it.

Aside from that rough start, E3 was great this year.  I'd even say inspiring.  Forcing myself to take a week off from development obligations has gotten me pretty itchy to get back into it, so I expect I'll get back on the horse soon.

See you next week.

Friday, June 7, 2013

Minotaur PR (or Lack Thereof): Seeking

For yet another week, I'm stalling.  I've been struggling with some pretty deep questions about myself and working up any amount of motivation, but on both fronts I'm coming up empty.  Rather, I've been feeling empty these days, for lack of a better term.

Currently,  I'm seeking.  Seeking what?  I don't know.  I guess I'm looking to fill that emptiness I feel, and am currently doing so with videogames from my childhood and adolescence, as well as the games I never got around to - particularly in the Mega Man and Metroid franchises.  I also picked up Remember Me this week, for an even split between honest interest in the game and to support Dontnod's fight for a female protagonist.  I've also determined to start reading more, as well as getting back into writing on a regular basis (these progress reports don't fully count).

On the topic of Remember Me, it's a pretty solid game.  The story is fully engaging, the gameplay is on par, but the inclusion of collecting hidden files is a mechanic that just goes against the grain of the experience.  They have a truly awesome world and phenomenal visuals, but the hidden objects remind me that I'm playing a game instead of allowing myself to get lost in Neo-Paris.  (Much more on that concept, eventually.)

So what does this seeking mean for Minotaur?  Right now, I'm focusing on personal projects - as in projects regarding who I am and how I feel about myself as a person.  However,  my Ouya arrived yesterday, so the tingle of inspiration is not too far off.  At the very least, I'm taking next week off of thinking about how I should be watching Unity tutorials instead of trying to relax enough that I can sleep properly.  However, I will be checking in on Friday, so -

See you next week.