Supple Think: vaporware

Revenge of "Developers I want to give money to"

by alzabo

Posted on Saturday, March 8, 2008
Labels: , , , ,
Since K1’s list included two individuals that I would have included in my top five (Shigesato Itoi & Daisuke Amaya) my list is a shorter. My criteria for selecting these are a little different from K1’s, but this is all about personal taste anyway.

What I’m trying to say is, “up yours kid.”

#4 - Fasa (Shadowrun for SNES, Genesis, SegaCD & Xbox360/PC):

Before the Xbox 360 launched, one of the titles that was announced but not shown was Shadowrun. I am absolutely in love with the previous three games for three separate reasons. The promise of a new Shadowrun was quite exciting, the after the three previous games had all taken very different approaches to creating their games and I believed that Microsoft Game Studios would do this as well. Their different approach was to throw away all the interesting story elements of the Shadowrun universe and create a FPS. A FPS with magical trees, teleportation and gameplay that was absolutely forgettable. I’d like to give a developer money for a new Shadowrun RPG, but after the horrible sales of the FPS, I think developers believe the Shadowrun License has AIDS.

#3 – Vivarium (Seaman, Odama):

“Yoot” Saito was both the key designer and "face" of Seaman, most people who owned a Dreamcast or at least have a passing interest in games recognize his face and maybe even attempted to have a “conversation” with him. His unforgettable Dreamcast title Seaman is one of the creepiest and most interesting video game I’ve ever witnessed. He also was the creative force behind the innovative Gamecube pinball title, Odama. Both games share the innovative idea of changing the way players interact with games; forcing the player to speak into a microphone to control the game just as often as they use a controller. I’d love to play more games by Yoot Saito that have innovative strange controls like this, but Seaman 2 was not released in the US and the DS’s microphone is almost never used for the sort of detailed open ended interactions that players can experience in a Yoot Saito game.

#2 - The Behemoth (Alien Hominid, Castle Crashers):

Alien Hominid was an excellent first title that started out as a flash game and made the jump to consoles, the game play is very similar to SNK’s Metal Slug series and is not only fun to play but quite difficult. Their second title is the 4 player action platformer / RPG Castle Crashers has been endlessly delayed. I’m practically salivating at the idea of playing a “new” guardian heroes style game with my friends. I’d be willing to pay way more than 800 Rape Bucks (a.k.a. Microsoft points) for this title. Too bad it seems to be stuck in development hell.

Cave has been providing 2 new SHUMPs a year for several years. Their games are simultaneously frustrating and beautiful, the intricate bullet patterns and artwork of the game impress players as much as they distract them to their doom. I’d love to give Cave my money, but I don’t want to spend $500~$1200 USD on a JAMMA board or import a PS2 port that can be generously described as less than arcade perfect.
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Modern arcade vaporware: The Act

by alzabo

Posted on Thursday, September 27, 2007
Labels: , , ,
Full motion video games get a bad rap and I think it’s mostly undeserved. When the subject comes up and people start throwing about terms like “Interactive Fiction” and “Digital movie” the conversation starts down a path that eventually leads to Dragon’s Lair, Night Trap and maybe even The Daedalus Encounter.

Most gamers would agree that Full Motion Video games are a dead genre, and that they should stay that way. Based upon the games that have come before, I mostly agree. Well, I agreed until recently. I’ve noticed that game play elements from full motion video games are starting to make a comeback in modern video games, and they mostly go unrecognized.

Arcade classics like Dragon’s Lair and Space ace had full motion video game play that required the player to press specific buttons in sequence to advance in the game. That was the whole of the game play, and I admit that it was quite limited; but you have to admit that it was a huge leap forward in interactive entertainment in 1983. Even today, when I come across a working Dragon’s Lair cabinet I can’t help but drop some coins in and enjoy the lavish Don Bluth animation. Dragon’s Lair is very similar to several sequences in Sony’s God of War, Ninja Theory’s Heavenly Sword and Capcom’s Resident Evil 4. All three games have playable sequences that are almost exactly like Dragon’s Lair, requiring quick input of specific commands in rapid succession to get past obstacles.

Old full motion video games are usually dismissed as not being video games, some claim that they are trying to imitating movies. I could easily counter that almost all video games contain cut scenes and that that game “feature” grew directly out of full motion video games. Even today some games are mocked for imitating films, the Metal Gear Solid series and Final Fantasy VII (VIII, IX, X and XII) come to mind. Full motion video games are not dead; they live on in games of all genres. All this discussion brings me to a game that currently languishes in Production hell and will probably never be released because it is dismissed as a “Full Motion video game.”

The Act, by Cecropia blends high quality animation by Disney animators, an innovative simple control scheme and an endearing plot to make a game that I find absolutely tantalizing. While the premise of the game should be obvious from the attached photo, the way you win her heart isn’t by pressing A and going right, then left then jumping. The game’s only control is a potentiometer, you control the protagonist’s reactions, demeanor and actions; by twisting the knob to the left he is calmer, more shy and quiet, turning to the right makes the hero quicker, more boisterous and outgoing. That the inputs are highly variable is a huge step up in game play interactivity when it comes to full motion video games and interactive cut scenes. While this control scheme may seem odd, it makes perfect sense when you consider how the player clears the challenges. You don’t force your way thru by jumping and interacting with objects, you use the knob to control your characters emotions and reactions to the events around him, too much twist in either direction for too long beyond the correct emotion on the knob results in failure. Wow, a game where victory depends on feeling, emotion, and tricking people. I can’t wait to play it. . .


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