Kino’s Journey

By Shamus Posted Thursday Apr 20, 2006

Filed under: Anime 8 comments

Kino’s Journey is a fantastic series. Kino travels from one land to another by motorcycle, visiting some very strange and unexpected towns and cities along the way. Most places she visits are more or less isolated, and only hear of other countries through travelers like Kino. Each land has different customs, technology levels, political structure, etc. To me it felt like a series of Twilight Zone episodes.


From the series review by Steven Den Beste:

Is there any underlying point to the stories, any unifying concept? Perhaps. It could be seen as an extended lesson in the law of unintended consequences. […]

H. L. Mencken said, there is always an easy solution to every human problem — neat, plausible, and wrong. That is really the theme of this series. Each place that Kino visits, there was a problem which was solved by adoption of a solution which was neat and plausible and far too simplistic. And in each case we eventually learn why the chosen solution was wrong.

Which brings me to my favorite episode of the series. In this case, it was Kino who adopted the wrong solution. But instead of pounding the point home, the story let me follow Kino through her reasoning. It used my expectations against me, and taught me early on that I shouldn’t jump to conclusions with this series. It was a bit disturbing and stayed with me for quite a while after I saw it. Single-episode spoilers follow:

Continue reading ⟩⟩ “Kino’s Journey”

 


 

Advent Children

By Shamus Posted Thursday Apr 20, 2006

Filed under: Movies 17 comments

The Steamboy disc had a nice trailer for Advent Children. Some screencaps, just for fun:


You KNOW you’re a FF otaku when you see images like this one, and you find yourself wondering which spell that is. Ultima? Flare? Hmmmm….


Hey, I didn’t know Tifa was pretty! Of course, last time I saw her she was about twelve pixels tall.


It seems that while she looks different, she interacts with others the way she always has: Via punching and kicking.


I remember that thingy.


I can’t wait to see this movie.

 


 

Dub to Sub

By Shamus Posted Wednesday Apr 19, 2006

Filed under: Nerd Culture 5 comments

A while ago I mentioned my problem of fixating on subtitles and ignoring the on-screen action. Several people made good suggestions and while watching Steamboy last night I tried to train my eyes to not be so stupid.

(Up until now I’ve been watching Sugar with my kids, and sub isn’t an option when watching with 4 and 6-year olds.)

It seems to be going well. By the end of the movie I was a lot better than when it had started. So, thanks to everyone who had helpful advice.

I still focused a bit too much on the words, but the upside is that the movie was so dense with images of pipes and vapor and valves that while I’m sure there was a lot I didn’t see, I didn’t actually miss much.

 


 

Steamboy

By Shamus Posted Wednesday Apr 19, 2006

Filed under: Anime 18 comments

I watched Steamboy last night. Tremendous visuals. It’s a period piece set in Victorian times, but where steam technology has been taken a little further then we did. (And later, further than we have gone with combustion or even nuke power. More on that in a sec.) The scenery, clothing styles, buildings, and furniture are wonderfully rendered and show a great attention to the style of the time.

The main character, Ray Steam, encounters one group after another who are after the mighty super-steam technology he has in his posession. There were several factions, and they all seemed like bad guys to me, even the ones who were members of Ray’s family. Everyone is a madman or a jerk. Even the female lead is a snooty, hateful brat who has a screechy voice and beats her dog.

As the move drags on I begin to wonder if they will have a single empathetic character in the story besides Ray. (And even Ray isn’t THAT likeable. Most of the time he’s standing around with his mouth open gawking at the amazing machines or the absurd things people are saying to him. He doesn’t really get his act together until pretty late in the game.)

I think the problem is that Ray isn’t really the main character, the machines are. We spend way more time looking at fantastic machinery than at any of the characters. Did I mention the visuals are tremendous? They are. Just incredible.

Some machines are impressive. Some are whimsical. Others are preposterous…

…such as men flying around in heavy armor with steam-powered planes on their backs. Sigh.

Like I said, everyone is a bad guy and I didn’t feel particularly attached to any of the characters. I didn’t care who got the steam technology. Towards the end, I thought of Akira. This movie had the same feel for me. Like Akira, this is a story about a bunch of hateful, self-interested idiots and some sort of uber-technology. Like Akira, by the end I was watching just to see who won, but not because I was particularly interested in any of the characters. The characters made passionate philosophical speaches to which I was indifferent. Like Akira, the story seemed to really go off the rails at the end and things stopped making sense. Like Akira, the final scenes end in a confrontation that can only be resolved by animating lots of steam, smoke, vapor, mist, dust clouds, and explosions.

After it was over I looked it up, and found that Akira and Steamboy have the same writer / director. So that explains that.

All the amazing effects and eye candy got to be tiresome after a while. Each time I thought the movie had finally peaked, it went even further and came up with even more amazing (yet ridiculous) machines for us to gawk at. Yeah, I get it already. Your artists are really good.

Now get a writer and you’ll have something.

 


 

For Rikku Fans

By Shamus Posted Wednesday Apr 19, 2006

Filed under: Movies 12 comments

I got a video capture card, which lets me take videos of console games. I’ll test it out by selecting a few moments of Final Fantasy X completely at random. Just an arbitrary few seconds of game footage, that’s all. Just for the sake of testing the card.

Well what do you know? Looks like it works.

 


 

Final Fantasy X

By Shamus Posted Tuesday Apr 18, 2006

Filed under: Game Reviews 27 comments

Pixy is just not down with Oblivion, and also has this to say:

There are two groups that know how to make a good computer role-playing game: BioWare and Japan.

Fair enough. I might give a nod in the direction of games like Fallout and Planescape: Torment. Not fabulous, but both had a lot of new ideas and took some chances. But in any case, Pixy is right: Americans can’t make good RPG’s. (BioWare is Canadian)

The problem with American RPG’s is that they aren’t. Diablo and Dungeon Siege are both successful games, but there are no roles to be played. No roleplaying, you see. They are threadbare stories with vague or nonexistant characters. They have their own appeal, but it has nothing to do with telling a story or meeting new characters.

In fact, Diablo is about killing lots and lots of monsters and searching for cool loot. The game itself has more in common with playing slot machines and bargain hunting at antique stores than it does with classic D&D.

Which brings me to Final Fantasy X.

I’ve ranted about this game before:

FFX was my first exposure the the franchise, and it left a big impression on me. It has a massive, richly-detailed world. I'm talking Lord of the Rings-sized fantasy world, here. Futhermore, it is a truly unique world. This isn't some third-generation Tolkienesque D&D ripoff. This isn't goblins with six-shooters, or Elves in space. This is a whole new kind of world with its own ideas about magic, technology, and culture. The world of Spira has different languages, religions, sports, ethnic groups, political struggles, clothing styles, and inventions. It is full of characters that are amusing, whimsical, frightening, sad, and inspiring.

The game is a technical wonder as well. Even now, years after its release, it still looks great. The voice acting is superb. The pacing is excellent. The game is a fantastic experience, and is even fairly accessable to people new to the genre.

I should add that under no circumstances should Steven Den Beste be allowed to play this game. The plot is… highly unusual and would generate the mother of all “too many words” if he were to follow the story of Tidus. (I’ve actually been thinking of doing this myself. I’m revisiting the game now and I’m still noticing little scenes and details I missed the last five times through the game. I have some explanations for the end of the story that I’ve been meaning to inflict on others for some time now.)

These screenshots are from one of my favorite moments in the game, when Yuna performs the “sending”.

I seriously doubt we’ll ever see an American game company come out with anything as ambitious, as large, and as deep. American RPG’s are inept when it comes to telling a story, and too obsessed with Tolkienesqe folklore to go out and try something new. Don’t get me wrong, I love the Tolkein mythology, but for crying out loud: We’ve been there. Go do something else already.

 


 

Indie Games

By Shamus Posted Tuesday Apr 18, 2006

Filed under: Game Design 8 comments

Over at Tales of the Rampant Coyote there are a few posts on the indie game he’s working on, titled Apocalypse Cow. It’s interesting to see the work in progress.

Indie games these days are hard. The tools available to indie developers are getting better, but not as quickly as the work required to bring a game to market. Big-budget games have larger teams behind them every year. They keep raising the bar on what players expect. This puts some games out of reach of indie games entirely. For example, I can’t imagine a couple of guys whipping up their own rendering engine and tools and making their own first-person shooter. Animated characters take 3d modeling and texturing and programming and animations, which means in most cases a single character running around the game world is the work of at least four people. Articulated characters are maddenly expensive, and there is no way around it.

I don’t think this is going to change anytime soon, either. Better tools might make creating an animated character easier, but it’s an inherantly complex task and there is only so much help the software can give.

This is a lot of the reason I feel like I can’t do anything with the dueling game I came up with. It’s fairly modest in scope, since it doesn’t require epic environments or dozens of voice actors. However, it does require well-animated human figures. If this were a game with a couple of tanks driving around blasting each other, the whole thing would only be a few of weeks of work at most. But since we’re dealing with humans, the time to implement it jumps from weeks to months, and the team goes from one guy to several. Suddenly the thing is too big to be a hobby project.