Showing posts with label analysis. Show all posts
Showing posts with label analysis. Show all posts

Sunday, November 6, 2011

The Complete Kirby Horoscope



I've noticed that people who play Kirby Super Star (including myself!) tend to stick like glue to a power and identify with it. So, just for fun, I wrote up the KIRBY HOROSCOPE--an analysis of your personality based on your favorite power. I tried to be specific, so this won't work for everyone, but I have heard from some of my friends that it's surprisingly accurate.

Tuesday, October 18, 2011

Threads of Fate: A Mini-Analysis


Taken from this Formspring question. I liked it so much I decided to preserve it here.


What's your favourite aspects of Threads of Fate? How were you introduced to the game?

My favorite thing about Threads of Fate is how Squaresoft consciously chose to make the game cozy, intimate, and self-contained. They didn't try to push the game too far or make it too grand in scale; it's centered around the tiny port town of Carona, whose population is so small that everyone has a unique name and personality. You can see all the people you interact with in that town, even some of the villains, just hanging out when they have some downtime. The player becomes really attached to these characters, and the characters, by the way, are great--sweet, helpful, funny and sometimes wicked.

It also does something that Deadly Premonition does. Namely, it pretty much waits on the player to progress the plot when they're ready to. It doesn't often take control out of the hands of the player. You're practically always free to mess around in the town, revisit old areas, do sidequests (and there are a bunch of sidequests!), etc.

I wonder if Square-Enix could make a game like that nowadays. It seems really far removed from their current "make everything as huge and incomprehensible as possible" policy.

Sunday, June 19, 2011

Authority figures in cactus games

I originally wrote this in October of last year, which is why it says "cactus released Dear Agent the other day." Also, the term "player" is used also to refer to the player-character of their respective games, as most of them have no names.

cactus released a new game, Dear Agent, the other day. It's a sidescrolling platformer, super low-res (which makes it a little hard to play/read, but I think it works), with destructible environments and a focus on conserving ammo and manipulating lava flows. It reminds me a little of his earlier game Krebswelte, although one thing it has that Krebswelte doesn't, and many other cactus games do, is an authority figure giving you orders. In this case it's the agent's father and superior, a man in a leather gimp mask who gives the agent orders, urges them to "remember your duties!", and signs off with an eerily intimate "hugs and kisses..."

It's an interesting spin on the idea of the unseen boss giving you orders by phone, especially when you consider the other authority figures in cactus games--many of which communicate to the player in a similar fashion, and almost all of which have nothing but disdain for the player themselves.

Monday, June 13, 2011

The Best of Formspring

I originally posted this as part of a Best of Formspring collection on Livejournal. I've transplanted most of the relevant games-discussion ones here. 

Featuring: thoughts on background art in 2D games, Sonic Fan Remix and the "redesign trap," programming for beginners, mechanics vs. narrative, and (my personal favorite), thoughts on good "random" humor in games.


Monday, May 9, 2011

Final Fantasy VI: Characters and Story

(The images in this post, while totally irrelevant to the rest of the text, are from the incredible romhack Awful Fantasy. Originally posted on December 13, 2010 at my personal blog.)

The day we had that killer7 conversation we also had a REALLY LONG conversation about FF6, how it works and how it doesn't, and why we love it despite its problems. We approached that game from a lot of angles and talked about it for a really long time, so this will probably be equally as long and rambling.

Disclaimer: I haven't played FF6 in a long time. I've been playing through the Awful Fantasy romhack of it recently, but yeah I should probably go back and replay the original sometime soon if I'm going to talk about it like this.



killer7: Linear Movement, and Why it Works

(Originally posted on December 12th, 2010 at my personal blog.)
 
I was talking with enigmaopoeia yesterday or the day before. I was going off of this formspring question I answered recently, about the divide between mechanics and narrative in games. I mentioned Suda51 in there, and I started thinking and talking with her about whether or not killer7's mechanics--things like "hold X to move forward in a predetermined path, hit Triangle to turn around"--serve its story well. killer7 is a great game, but a lot of people who played it seemed to struggle with it adopting such unconventional movement method for a reason that wasn't immediately discernible. Couldn't you just make it a free-roaming control scheme, maybe with a fixed camera, like Resident Evil?


Ritualism in Games

(originally posted on March 13, 2010 at my personal blog.)

I've been thinking a little bit about ritualism in games--the repetition of a set of actions for symbolism or meaning that, if not "written" into it from the beginning, is ascribed to it as it is performed again and again. Rituals are performed, and so ritualism defines the doing of something, not aspects of the environment (although rituals are often performed in certain environments). So when I say "ritualism" I don't mean "the fact that all the Mega Man games look the same," but I do mean "the fact that you always have to go through a boss corridor in Mega Man before you get to the actual boss."