Preparing to Die
by Zen
Posted on Saturday, April 12, 2014The undead of Dark Souls are essentially ordinary people, but afflicted with a curse that gradually eats away at their memories of home and self. The game is set in and around an asylum where the undead are sent in hopes of preventing the curse's spread. Their ultimate fate is a violent madness, such that other undead serve as the game's foes as well as merchants and allies. By far the most important thing about undeath in Dark Souls, however, is that it represents a real-world affliction that the game gives genuinely sweet and sincere perspective on: dementia.
There are two storylines in the first Dark Souls that I'd like to highlight. Anyone who plans on playing the game should probably stop reading, since I'm going to spoil the ways one's interactions with these characters unfold. While these aren't story spoilers in the usual sense, they're a part of why Dark Souls is a brilliant and challenging game and I recommend letting the game reveal itself to you naturally.The first character on the list is Big Hat Logan, a ravenous scholar who has ditched his apprentice and keeps getting himself captured:
Initial meeting:
Mm, you seem quite lucid! A rare thing in these times.
I am Logan. I'm a bit cooped up, as you can see.
I have a bright idea. Suppose you set me free?
I'm old and empty-handed, but i could repay you with my knowledge, and sorcery.
This place is melting my mind. The inactivity is repressive!
In the Duke's Archives, after rescuing him:
A great pool of knowledge, the fruits of superior wisdom and an unquenchable desire for truth.
Some would say Seath had an unsound fixation …But his work is a beautiful, invaluable resource.
All progress demands sacrifice.
And I certainly bear no antipathy for that wonderful scaleless beast.
After defeating the area boss in the Duke's Archives:
Oh, there you are, it has been a while.
Or were you just here?
This fascinating place defeats my sense of time…
Then later:
Mm…mm…
Later still:
…Who are you…
…Stay clear…stay clear of my work…
…Curses upon you!
…How dare you disturb me!
After this you find his clothes in a heap, and if you search carefully you'll find him in another area of the archives running around naked. He attacks you on sight, wild and paranoid. The player has witnessed Logan's decline from celebrated intellectual to babbling fool, and there is no "good path" to take with Logan to prevent this fate. It's a sad perspective on the fragility of intellect, where we witness perhaps the heaviest fall from greatness in the game.
But for me the most poignant story in Dark Souls will always be that of Siegmeyer of Catarina and his daughter, Sieglinde. It's always been a heartbreaker, but when I sat down to write about it I realized it was even sadder and far more real than I had thought. Siegmeyer is an undead adventurer. He's friendly and good-natured, but not really up to the task of scurrying around Lordran getting into scrapes. Time and again the player helps him out of a bind, and eventually comes across his daughter. She's not undead, but she's come to Lordran to track him down and make sure he spends his remaining time comfortably instead of being a burden on others and getting into trouble.Sieglinde is just as sweet and kind-hearted as her father, but when the player eventually comes across their reunion it's the aftermath of his inevitable decline: he has gone hollow, and it was up to her to put him down:
My father…all Hollow now…has been subdued. He will cause no more trouble.
It's finally over…I will return to Catarina.
You assisted us both greatly. I can hardly return the favour.
Oh, father…dear father…
Sob…
Rather than leave him to his fate in the Undead Asylum, Sieglinde sought to look after her father herself. When the time came for him, it was left to her to pull the plug. This is the scene that rewards the player for helping Siegmeyer through all of his difficult troubles, and it's representative of the tone of Dark Souls in general.
Dark Souls 2 made a tiny change that drives these themes even further. Instead of being called "Humanity", the item that returns the player to full human status is called a "Human Effigy". Upon creating a new character, the player is not prompted to decide the character's appearance or background until Strowen the firekeeper bestows one of these, saying it is a doll made in the image of a famous adventurer. She then says it is the player's image, and this is when appearance and background are decided. The doll is in fact completely vague in appearance, but the act of trying to make it out as one's self allows one to recall one's own self by trying to project it on the effigy. Instead of a magic soul item, it's a definite focus for "getting it together" and recovering one's sense of self.Sins of Our Fathers
by Zen
Posted on Friday, October 9, 2009Fortunately, 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!"
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..."
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!"
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.
Frightful Methodology
by Zen
Posted on Thursday, July 30, 2009
Every once in a while somebody who makes games will tell a story or explain a decision in a way that is really jarring and thought-provoking. The obvious example is Miyamoto's story about the origins of The Legend of Zelda. Even more primal than Miyamoto's childhood adventuring, though, is the anecdote itself: romantic and inspirational, reminding us that there are reasons games are fun and that it might be possible to understand what they are on some level. The problem is that only rarely does this kind of personality shine through in a game on its own, and the language barrier between us and Japanese developers keeps any explanation on the side either completely opaque or vastly leveled-down.1. What is encountered has the relevant nature of harmfulness. It shows itself in a context of relevance.
2. Thus harmfulness aims at a definite range of what can be affected by it. So determined, it comes from a definite region.
3. The region itself and what comes from it is known as something which is "uncanny."
4. As something threatening, what is harmful is not yet near enough to be dealt with, but it is coming near. As it approaches, harmfulness radiates and thus has the character of threatening.
5. This approaching occurs within nearness. Something may be harmful in the highest degree and may even be constantly coming nearer but if it is still far off it remains veiled in its fearsome nature. As something approaching in nearness, however, what is harmful is threatening, it can get us, and yet perhaps not. In approaching, this "it can and yet in the end may not" gets worse. It is fearsome, we say.
6. This means that what is harmful, approaching near, bears the revealed possibility of not happening and passing us by. This does not lessen or extinguish fearing, but enhances it.
[Being and Time p.140]
Existentialism in novels and films has led to a great deal of snobbery and competition over who's the biggest artist. It's comforting to see that in video games we have the possibility to employ the ideas in a way that's less referential and more applied. Video games are existential always already in that they must involve the player in an experience. A game that seeks to limit the player's experiences to a script is missing this critical point. I've talked before about how good games empower players, but that's probably the wrong way to put it. A good video game puts the player in a world in a way fundamentally different from mere storytelling. A good video game opens up a world of decision making and possibility, gives the player a chance at pursuing a project.Summer DS Grab Bag.
by alzabo
Posted on Tuesday, July 29, 2008I bear FFIV no ill will, it was an excellent SNES/SuFami game. While I don't think people who played it in 1991 need to rush out and pick up a copy, if a FFIV veteran does pick up the game they will not experience the nostalgia death marchs that FF IV, FFV & FFVI were on GBA. The game presentation and difficulty level are so different that it honestly feels like a different game, even if the primitive 3D models do feel inappropriate for some of the emotionally heavy situations (kind of like FFVII). If you're interested in playing something a little different this summer you could always import a DS game.
As a child I felt Japan got all the best games, reading gaming mags that endlessly previewed what was hot in Japan every month. Importing games used to give me a giddy little thrill, I felt I was performing an end-run around the domestic companies who usually dictate what the American public can play. How I viewed Japanese games has been summed up neatly by Percy Bysshe Shelly:
"My name is Ozymandias, king of kings:
'Look on my works, ye Mighty, and despair!' "
There are 3 games that come out within a month of one another in Japan this summer that I'd love to get my hands on. While the majority of DS owners around the world will never play these games, they'll at least have a chance to own one of them this fall. Provided Nintendo doesn't fuck up the localization. Moving on, here's a list of DS games you can import this summer.
1) KORG DS-10 Synthesizer
It's a KORG synth, IN YOUR DS. If you are not immediately rushing out the buy this after reading that you should probably skip ahead to the next section of this article. The Synth is supposedly a super accurate recreation of the real KORG synth and has features such as a touch screen patch panel & a built-in save memory big enough for large drum loops and crap like this:
Sorry 'bout the rickroll. I applaud the concept and exicution of the KORG DS10 Synthesizer software/tool. However, I must admit that I have no desire to fool around partially because it is yet another DS game that requires the use of headphones and mainly because drum loops are about as interesting to me as running a mixing board at a raga concert.
2) Higurashi no Naku Koro Ni Kizuna: Dai-Ichi-Kan Tatari
If the Phoenix Wright games and Hotel Dusk are the decendents of the old LucasArts adventure games like Day of the Tentacle and Full Throttle, the Higurashi games are the crossbred decendents ofthe most brutal Sierra and Infocom games you ever played.

The basic premise of the Higurashi adventure games is that you fail over and over again. With each failure you crawl towards the ultimate "good ending." The "bad ends" (NWS) are honestly quite disturbing (yet strangely enjoyable) and are as satisfying as the "good endings" that lead to the ultimate solution to the game. I also love the game play element where the perspective of the player changes from one cast member to another as they play through the various scenarios. While a comparison of the Higurashi Games and Sound Novels to the Bill Murry's film Groundhog's Day would be apt, I feel it has just as much in common with the Harlan Ellison's I Have No Mouth and I Must Scream.
I could bang on about good adventure games like this on the DS for quite a while I must draw a clear line in the sand and say I won't be playing this game because it'll never receive an English localization. Oh well, at least Konami is US localizing their weird time-travel DS adventure game Time Hollow.
3) Rhythm Tengoku Gold
The first Rhythm Tengoku game was a pretty big hit at a time when the GBA was near the end of its production life cycle in Japan. It's simple controls, addictive game play and off-beat sense of humor made it THE GBA game to import for people everywhere.

The sequel will be more of the same, and I can't wait. Nintendo has stated that they're considering bringing the game to North America and maybe Europe. Call me obtuse if you must but I can't bring myself to trust Nintendo to localize the game properly. If I choose to buy Rhythm Tengoku Gold, I'll be importing the Japanese version.
I don't have a good closer for this article. I could write something snide about Nintendo or how "America misses out on the good stuff again." I could write something redundant about how Nintendo's gutsy little platform is home to more than mere children's games. Honestly, this is a wish list that belongs to a person who has become so jaded with mainstream games that he only wants to play with synthesizer simulators, horror novel games with 50+ gory endings and off-beat 1 button rhythm that are difficult to the point of being inaccessible to mainstream gamers. Article Permalink
Enix's atrophied appendage twitchs once more
by alzabo
Posted on Tuesday, July 1, 2008
Chrono Trigger for Nintendo DS. I guess this is the sign we've been waiting for.
Back when Enix and Square merged many invisioned a future where both RPG power-houses would colaborate and create a slave army of basement dwelling teenagers that would be wholely incapable of doing anything more menacing than making people around them feel uncomfortable any time they open their maws to emit a horrible mixture of internet memes and feminine Japanese.
While the above nightmare has come to pass, it is not by Enix's hand. They actually merged with Square to endlessly rehash all of Square's old properties until they are completely unprofitable. While Enix's wish to grind Square into dust may seem cruel, at least they have found a way to keep Tetsuya Nomura's emaciated, zipper clad, emo charecter designs from infecting other games.
With Chrono Trigger on the horizon I suppose a wireless multiplayer version of Secret of Mana isn't far behind.
The only reasons I would consider replaying Chrono Trigger again is to name everyone in my party Lavos. Article Permalink
GOD HAND
by Zen
Posted on Sunday, April 6, 2008
So it turns out that the lead guys from Clover Studios are still out there, and with the Wii port of Okami anyone who hasn't felt the love yet should get started. The game rains down style on you for like forty hours, and shows Nintendo that if they're not going to take Zelda anywhere then other people are certainly up for the job. Once you're done getting a furry handjob from Okami, though, I've got something you need to try:
I can't believe this is happening! They smacked my ass so many times... But in the end, I started to like it!Article Permalink
Rise from your grave
by alzabo
Posted on Monday, February 11, 2008
A decade ago,
Adventure Games died.
A good place to look for examples of the genre's death this is LucasArts. After Grim Fandango performed poorly in 1998, the lackluster sales of Escape from Monkey Island caused LucasArts to abandon every project that didn’t have “Star Wars” in the title. Other companies were having the similar problems, Westwood Studio’s Blade Runner did poorly the previous year and Sierra Entertainment had stopped producing adventure games. In a round of layoffs Sierra fired a quarter of their workforce; including Al Lowe and Scott Murphy, who created Leisure Suit Larry and Space Quest respectively. It was a sad time to be a PC adventure game enthusiast, some say 3D games in general and the proliferation of First Person Shooters specifically killed the adventure game genre. There are other theories about what killed the genre, but I’m not writing this to mark the 10th anniversary of Adventure Gaming’s death, I’m celebrating its return.
The Nintendo DS has become the new home for this timeless Genre. The first time I realized this was when I picked up Phoenix Wright: Ace Attorney in the Fall of 2005, the game is a classic point & click adventure that gained popularity via word of mouth and has had multiple repressing by Capcom. Phoenix Wright’s two sequels in 2006 and 2007 did equally well and I can say that the ending of the 3rd game ties all three together into a fun and memorable trilogy that I enjoyed more than most adventure games I played on PC. Even though Phoenix Wright is an adventure game with some mature themes (almost all the cases revolve around murders that are somewhat grisly), the game has an “animu” flavor that is impossible to ignore. Luckly, there are alternatives made by the developer Cing.
After Cing’s first forgettable DS adventure game Trace Memory they developed the mesmerizing Hotel Dusk: Room 215. Hotel Dusk has the gameplay of a adventure game, a classic point & click interface with a FPS navigation twist, visuals that are mature and seem fitting (I love the whole “Take On Me” look) and a story that is right up there with the best PC games of yester-year. When I started playing, I couldn’t shake the feeling that I was playing Icom’s Déjà Vu. The atmosphere of Hotel Dusk is so spectacular that I want to go back and play it for the first time all over again. I cannot stress the following enough: If you love adventure games you need to play Hotel Dusk.
Most people probably never expected Adventure games to make a comeback, the best part of all of this is that most of the people picking up these new games have never played a Adventure game before. It’s unlikely that they’ll go dig up old PC games to play on their PC, but the classics are available to them via another channel. One of the programs available to people who choose to hack their Nintendo DS handheld is ScummVM, a emulator designed to play adventure games by LucasArts, Sierra and other developers.
The reason I’m writing this today is because I finished Phoenix Wright 3 last night to clear up some of my game back-log to make room for both Apollo Justice: Ace Attorney (a.k.a. Phoenix Wright 4) and Professor Layton and the Mysterious Village. While I know exactly what PW4 is going to be, I approach Prof. Layton with high expectations, the game is very popular in Japan and spawned two sequels. The visuals of Prof. Layton reminds me of the excellent 2003 French animated film The Triplets of Belleville. I’m quite excited about these new Adventure games, their arrival is another sign of the Adventure genre’s return to popularity.
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