Sins of Our Fathers
by Zen
Posted on Friday, October 9, 2009As an avid reader of German philosophy, I so often find myself at the mercy of translators to properly understand the material. Even if I, like Heidegger, refuse to concern myself with fidelity to the philosopher's intent, a poor translation can obfuscate or even completely cover over useful nuances and enlightening tricks of meaning. This problem is as much present for novels and music as it is for philosophical works, and I've found it applies to video games as well. Masterpieces like 7th Saga, Final Fantasy V, Secret of Mana (Seiken Densetsu II), Chrono Trigger, and even parts of Final Fantasy VII suffered from having poor to nonexistent translations that hid their greatness from view.
Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.
What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.

Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.
What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.

Richter: "Die, monster! You don't belong in this world!"
We see here a desperate and crucial line being drawn, a dualistic boundary with foundations in Plato that has, much like Dracula himself, endured (some might say thrived upon) the millennia of strife human beings call history. The irony foreshadowed here is that not only does Dracula belong, but this world is contingent on another dualism that he represents. He cannot be banished from this world, because without him there can be no world. Koji Igarashi is arguing here that one cannot banish value, cannot operate outside of it, and cannot simply eschew the uncomfortable and macabre. This becomes important later, but for now one can simply appreciate the claim that worldliness comes after value.
Dracula: "It is not by my hand that I am once again given flesh. I was called here by... humans who wish to pay me tribute."
Richter: "'Tribute'?! You steal men's souls, and make them your slaves!"
Dracula: "Perhaps the same could be said of all religions..."
This famous exchange at first seems to contradict Dracula's opposition to the value of Goodness, but he is not trying to equivocate. He is in fact highlighting his nature as the opposite, that he behaves the same but in the other direction. There is a note of sadness to be discovered here by the perceptive: there is no hate in this exchange, as though Dracula mourns the fact that his foe, whom he respects more than he can ever let on, could just as easily have been his most trusted ally and friend. The futility and contingency of it all throws the attentive player into an authentic experience, fully appreciative of the arbitrariness of the very distinction the series represents. This irony is one of the most compelling moments in video game history, and is possibly the main reason for the fondness so many gamers have for this title.
Richter: "Your words are as empty as your soul! Mankind ill needs a savior such as you!"
Dracula: "What is a man? A miserable little pile of secrets! But enough talk... have at you!"
Who knows what secrets lie hidden, deep within a man's heart? Does Dracula? Is it his lack of a soul which clouds the deepest truths of humanity from his vision? Or is it perhaps the very thing which allows him the keenest vision of all, a pure and objective view of humanity which is the source of his contempt? In this beautiful passage we see the heart of Castlevania's meaning, the foundation and culmination of all of its themes. Dracula--dangerous, powerful, timeless--displays a kind of insecurity. Unable to relate to anyone but his greatest foe, he is quick to dismiss the subject. Could he abandon his position, see if the world could survive without his chaotic influences? Best not to think about it. The last time he let himself see humans as anything more the results were too painful to bear. Best to end the discussion and do his duty. Best to go on forgetting, go on hating. It's the best for everybody.
What childhood could a man like this possibly provide? Is it even so different from the plight of any father quaking in the face of the insurmountable responsibility of parenthood? The roles of faith, love, fatherhood, and family legacy all collide here. In this brief encounter with Richter we seem to learn so little of Dracula, and yet one can see his entire person (dare one even suggest a soul?) laid bare in these few lines. It is only fitting that Richter sit the game out, having done his duty: the stage is set for Alucard (Is he his father's opposite? He goes in the other direction, but is made of the same stuff...) to discover his father, and himself. By the end of the game we see not only the purest of good, not only the most dastardly of evil, but the gentle, terrified man who sits precisely between them. And we see the horizon by which to judge him: the balance of all things.
Selective Depth
by Zen
Posted on Monday, September 21, 2009
Fans of 2D games put up with a lot of abuse. Often we find ourselves playing a game simply on the basis of its visual and gameplay sensibilities, while the quality of the game could be worse than quick time events. It's sort of like being a Sonic fan, or driving an American-made car. It's sort of like being a battered spouse.
Still, sometimes being 2D doesn't have to be enough; sometimes Vanillaware makes a game. Now I've only played two of their games, but both have offered a distinctive perspective on action RPGs while delivering the most astonishing visuals I've possibly ever seen in a video game. Odin Sphere was a meticulous and harsh brawler, one where each chapter of its intricate story not only provided new perspective on seemingly clear events but also presented the player with completely new play styles. There was variety to the combat, and each playable character focused on a different aspect in a way that really explored the potential of this variety.In short, it was a masterpiece, although in some ways having a score by Hitoshi Sakimoto could be considered cheating in this regard. When a Wii successor was announced I got pretty excited, since I seem to be the only person who still wants the Wii to work as a platform for more than Gamecube ports, opportunistic shovelware, and kusoge. After playing several hours of Muramasa: the Demon Blade, the 2D gamer in me feels sated without feeling cheapened or insulted.
Like Odin Sphere, Muramasa proves that sprites are still way, way more detailed and beautiful than 3D models. 3D effects are used for complex animations, especially for some of the more enormous sprites, but always as emphasis for actual frame animation. It's a distinctive visual style, somewhat reminiscent of Flash animation, this time given the same kind of Japanese art flavor as Okami. The colors are phenomenal, the backgrounds lively and deep, and the gameplay excellent.Vanillaware action RPGs have a flow of gameplay that simplifies or removes some of the more traditional obstacles, like platforming challenges or fetch quests, and instead offers the same variety and depth of experience in just combat and map navigation. In Odin Sphere this was accomplished with parallel systems of food and weapon experience which fed into each other, along with a ridiculously complex item crafting system that was tied into every single aspect of combat and character progression. In Muramasa the item crafting is simpler, but there are still parallel systems affecting what weapons you use. This relative simplicity is made up for by a much more flexible combat system. Instead of cautiously performing hit and run tactics on swarms of durable enemies, combat happens in quick skirmishes that coerce you into using all your abilities without ever explicitly requiring it.
Basically, the theme for these games is that nothing is wasted. Every action you perform is working double-duty, and every action you perform provides toward a goal elsewhere. This is how a game that essentially boils down to running around a simple map fighting random battles can stay fresh and interesting for so long.
To explain more about why I love the game's combat so much, especially in the face of accusations that it's too button-mashy, I'm kind of a sucker for any combat engine that emphasizes mobility. There are simple ground and air combos if you just mash the attack button, but it's usually a better idea to take advantage of the dash attacks. You hold down the attack button and just aim the control stick in the direction you want to go. Combat feels more like a flow from one enemy to another, punctuated by stationary combos, than a simple round-up followed by an attack combo. Dodging and attacking become the same, and just like everything else in a Vanillaware game no single action serves a single purpose, but everything works double duty.Another feature of the combat, and probably the primary reason people think it's too easy, is the blocking. For the most part (things change in the game's hard mode) you block by attacking while being attacked, which makes sense as far as parries are concerned. The reason this all works is that blocking uses up sword integrity, which is necessary for performing special moves. After a sword breaks it will slowly regenerate, and you can carry up to three at a time, but for the most part you will be more worried about keeping your swords intact than actually taking any damage. Once they all break you're basically dead meat. Think of it like the recharging shields in any post-Halo shooter, only because it's Vanillaware they pull double duty and power special moves, too.
Muramasa has two difficulties, which boil down to Baby and Insane. It's probably better to acquaint yourself with it before going insane, but you can switch at any time. I've found a fair bit of challenge as a baby without wanting to pull my hair out, but I'm looking forward to replaying it on hard mode. I would probably have preferred a GOD HAND-style reactive difficulty system, but that's not Havok Physics ubiquitous yet, so I can't really complain.
The game is brilliant and the game is beautiful, but that's not even why I love it, exactly. It's the same sort of feeling I got when I played No More Heroes and felt like I really got to know Suda 51. We're all used to loading up a game and seeing corporate logos for thirty seconds, but you don't even see Vanillaware's logo until after you press Start. It's a unique touch, and it reminds me every time that the people who made the game are a part of the game experience itself. When the cover falls off of House of Leaves you're left with a book written by characters, and it's the author's hope that you forget about him entirely. If the cover fell off of Muramasa you'd still be spending time with George Kamitani, because he puts so much of himself into what he does. Please join me in loving him for it.<2D>
Daikai10
Decide Weapons
[Supple Think]
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