Bliterations
Thoughts/Gaming

Some Banjo-Tooie Picking
4
Dec

Please note that this piece contains spoilers, some of which are significant.

Banjo-Tooie (2000) marks a significant place in 3D platforming history, yet it appears to be somewhat forgotten now, perhaps buried amongst its own brand obscurity. To be fair, the Banjo-Kazooie “brand” doesn’t lend itself to ubiquity in the first place—Banjo began his life as a character in developer Rare’s 1997 racer Diddy Kong Racing, along with other throwaway sentient animals such as Timber the tiger and Drumstick, an overall wearing chicken. The ulterior motive behind DKR, it seems, was to use the game as a vessel to lay the groundwork for future character-specific Rare titles (the only one to succeed was Conker the squirrel, famously), but, really, there doesn’t seem to be anything significantly endearing or memorable about, well, a bear with pants. Granted, sticking clothes on an animal mascot may not be the oldest trick in the book, but it sure seems that way, and I think that’s enough to result in Rare’s IPs getting glossed over with the same kind of dismissal that seems to befall every new Saturday morning cartoon show that isn’t specifically tied to an already popular product. Banjo the bear and his bird sidekick Kazooie had a very, very, very steep hill to climb when their first game, Banjo-Kazooie, was released in 1998—and despite its popularity (popular enough to warrant two sequels, at least), in the face of that OTHER franchise competing for consumer dollars on a Nintendo system, there really was no way that Banjo’s first solo effort would seem like anything other than an ostensible conglomeration of every other non-Mario mascot in existence.

Faded characterizations aside, however, I’m happy that Banjo-Tooie exists as both one of the platforming swan songs of the Nintendo 64 and as a recent re-release on Xbox Live Arcade, because it is a fascinating video game relic, a resolute and finite amalgamation of the N64’s capabilities and Rare’s boldness to address the trappings of a genre that it helped to define, even doing it with an almost parodistic zeal.


Posted by Kurt Shulenberger on December 4th, 2009 :: Features :: Tags : , , , , , , , , , ,
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Collision Detection
20
Nov


Posted by Kurt Shulenberger on November 20th, 2009 :: Images :: Tags : , , , ,
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Games/New York
19
Oct

Part of a continuing series of images. Click on photo to view full-size.

The things you find in New York alleys. Actually, this garbage depository on the side of my apartment building has been bearing some interesting fruit lately: About a month ago I found a stack of gently-read Edge magazines, and shortly after, a broken set of Rock Band drums (and they were in fact destroyed, no doubt in the wrong place at the wrong session). I shouldn’t be too surprised, considering the density of my neighborhood and how gaming is all but mainstream now, but still…I can’t help feeling a little less alone around here.

Of course I peeked.


Posted by Kurt Shulenberger on October 19th, 2009 :: Images :: Tags : , , , ,
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Yorda’s Elbow
13
Oct

Ico (2001) requires nothing less than complete investment in its construction. Every crumbling stone and rusty lever serves to reinforce an exacting and authoritative design, as staged and artificial as the huge obtrusive castle that serves as the only environment. The game remains strangely ironic in this way, exhibiting a realism and artistry that’s twice or maybe even three times removed from prominent troubles on the receptive level: the controls are unintuitive, in-game cameras are stubbornly restrictive and refuse to comply with direction, and bloom lighting frequently threatens monotony, casting everything in a hazy glow that makes one squint and strain unnaturally.

Fine. As a game—as an interactive apparatus—it’s not perfect.

But behind Team Ico and Fumito Ueda’s unnerving design lies moments so inescapably beautiful and human that to call Ico anything less than moving is missing something entirely, something important. Yorda (the NPC that the player, as young protagonist Ico, must lead through the massive fortress labyrinth) curiously checks her elbow often when left idle. Perhaps it’s to knead the arm that Ico must constantly tug on, ushering the both of them through gameplay sequences of puzzle solving and light combat that would be brisk enough in the first place. Or it could simply be fatigue—after all, stress manifests itself in many forms and, without spoiling the story, to say that the adolescent Yorda is worried about sneaking out without Mom’s permission is quite an understatement. Later, when freedom seems all but spread out before the pair, Yorda is so physically and emotionally drained that she can barely stand on her own two feet, and stumbles when Ico tries to drag her with the same aggressive urgency that he (the player) has used before.

Many people cite the bridge sequence, the false endgame, as the crux of Ueda’s authorship, the “moment” in which the game crosses over from simplistic platformer to emblematic beacon of art, but the true measure of Ico’s brilliance comes from everything that came before: Ico’s half-lanky and awkward stride as he struggles to carry a bomb (clearly biting off more than he can chew but masking the struggle behind not-quite-realized machismo); the small controller vibrations set off when Ico and Yorda’s grip snaps taut; and Yorda, when given a moment to herself, quietly examines her elbow, and humanity’s small intricacies become stylized revelations of themselves, lasting far beyond their intention.

The apparatus of Ico is flawed, to be sure, but at the same time, how alive the diffraction is!


Posted by Kurt Shulenberger on October 13th, 2009 :: Posts :: Tags : , , , ,
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Collision Detection
27
Jul

Images from VGMuseum.


Posted by Kurt Shulenberger on July 27th, 2009 :: Images :: Tags : , , , ,
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My Summer Conundrum
25
Jul

We are now officially done with one-third of our summer, and I couldn’t be feeling more pressure with regards to the videogames that I’m currently playing. It’s not like the old days: Summer slammed into our soft impressionable minds like a freight train of liberation, and the possible configurations of doing everything but anything stretched on for subjective eternities. Videogames were a part of my everyday playscape, as it was for a lot of people, and while the leisure-ness of games also lent itself a little guilt during the school year, summer meant we were free to spent hours and hours—days if some of us wanted to—tackling a game (or two, or twenty) without fear of any harsh parental scoldings other than the occasional “go outside” mantra and, frankly, I was totally fine with that. It all fused together into a tapestry of seasonal freedom and I could shift activity gears seamlessly. The games would always be there, after all, and time was simply a measure of sunlight, not scheduled events.

It’s different now. This is something every gamer realizes when they reach their 20s: our calendars condense closer and closer together (”the circle is closing in,” I think the old saying goes) and free time becomes a commodity as precious as a gemstone. Nothing will bring those carefree days of childhood back. Coincidentally, the gaming industry seems aware of this as much as we do, and exploits our nostalgia to nefarious ends: “Retro” releases tantalize with the possibility of re-living our pre-pubescent periods, and franchise reboots claim to strip a game down to its core appeal, to its “roots,” brewing the feelings we once felt when we first laid eyes on them. The industry didn’t simply abandon our demographic when we aged out; it followed us because we are STILL the demographic, and are doing everything imaginable to persuade us to purchase new merchandise by disguising it as the old. And, for the most part, it’s working.

Yet old habits die hard, and I have a particular summer gaming tradition that I’m currently agonizing over, which is to play a Zelda game from front to back. I’ve been doing it on and off for the better part of twelve years, and while last season was Zelda barren as I tried to settle into a new full time job, this year I plan to ritualistically dive in head first, which is exactly where my conundrum lies. But first things first: why this particular tradition?

Zelda games, to me, exclusively have the summer vibe going on more than any other. One can indirectly channel the feelings that creator Shigeru Miyamoto must have experienced as a youth during his own adventures in the forests and caves around his hometown of Kyoto, the inspiration for the Hyrule universe. The essence of Zelda has remained resolutely intact all of these years, and no matter how ridiculous and off-center the series may spin (for example, Link shredding on a cog), one aspect of gameplay is delightfully ever-present: environmental exploration, the timeless techniques of turning over every rock, bombing every crack and poking through every bush while searching for all manner of hidden treasure, finding your way around more by memory and natural landmarks than by map. Of course, Zelda games do have maps—considering some of the trickier 3-D temples, it would be ridiculous if they didn’t—but do you honestly use them more than sight alone?

Another important and quintessentially summer-like staple of Zelda games is that more than half of Link’s time in Hyrule is spent outdoors, dwarfed by his natural surroundings and forcing the player to simply take a moment and assess their rightful place within that world. Every time you enter a town or dungeon or acreage of land that hasn’t been revealed before, a short panoramic cinema offers a quick geographic survey that both invites and overwhelms, a travelogue of epic proportions, the ultimate vacation. The inevitable warping takes much of the tedium out of travel, but at the start of these games, all that legwork is actually useful in getting a sense of the scope of the Zelda universe, a scope that, with the later 3-D iterations, spans time as well as space. The sheer pleasure of living in Hyrule for dozens of hours isn’t just from Link’s satisfying workout on that gentle Nintendo treadmill—starting as frail and all but written-off forest waif and ultimately arriving at nearly indestructible master swordsman—but from taking part in a narrative that encompasses an entire ecosystem, in which a reward can stem from merely watching that Hyrulian sun rise and set many, many times, a constant in a game constructed around a remarkable transformation. Link’s adventures encompass summer, to be sure, and not just any summer, but ones that we always remember as occurring long ago: fresh, exciting, and endless.

What’s vexing me isn’t the issue of whether or not to play through a Zelda game: considering the unusually cool and damp June that the East Coast has gone through, it’s high time for some sun and adrenaline. The question, rather, is WHICH game to play? I held off on finishing Twilight Princess because I purchased it with my Wii in January ‘07 and, snowboarding section or not, it just didn’t feel right to be playing it in the winter. I wouldn’t mind revisiting Wind Waker again, and Majora’s Mask recently made its way onto Virtual Console (never mind that the game is a masterpiece of dread; that’s a topic for another article). Oh, and the handheld games! I can actually play those outside, in the open air, maybe sitting on a park bench or walking The Ramble. What a Mobius strip that would be! I have been meaning to play through Link’s Awakening again after being swaddled in fuzzy Game Boy memories this year. Or maybe Ocarina of Time? Or A Link to the Past? Or The Adventure of Link? Argh!

Now that there are only a little less than two months left, time is running out for my Summer Zelda playthrough, and I’m a little panicky. Maybe the only way to settle this is through a marathon series session. Hmmm. What do you think? And more importantly, what were your summer gaming traditions, and do you still observe them today?


Posted by Kurt Shulenberger on July 25th, 2009 :: Posts :: Tags : , , , , , , , ,
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Pipelines, Spirals, and Betweeness
17
Jun

Space is a crucial element in a video game. It helps dictate the environment, defines the limitations of the player, and establishes the boundaries that can either help or hinder one from progressing through what can sometimes be many many hours of real world time. The way that the interactive environment has evolved—from concrete and planar to a fluctuating open-world 3D ecosystem—gives the awesome impression that you can “go anywhere” and “do anything.” Unfortunately, it’s kind of the exact opposite: with such a highly complicated and tech-based infrastructure, the freedom a player actually experiences is all in-game, and the possibilities of trying to color outside the lines (or full-out “breaking” it) are getting fewer and farther in-between. Many people like their realism, and that’s fine, but sometimes I wish that games hearkened back to the olden days (of yore), when the discourse was more elastic and dictated by gameplay, and the spatial relationships were more “open.”

For instance, a mechanic (shudder) that seems to have fallen by the wayside involves a looping, continuous line authored by the player: when the character you control travels in one direction, he/she will continue in that direction, even if they leave the playing field. If they go off of the screen, this doesn’t result in failure and/or a lost life: you’ll simply cycle around to the other side of the screen without ever losing any momentum. Kid Icarus (1987) utilizes this concept in some of its level design—what appears to be a blocked vertical path can actually be circumvented by moving from one side of the screen to the other, not by traveling across the designated geographic layout of the level but by purposely leaving that space and popping out on the other side. In other words, the player is manipulating the game’s “negative” space. Pac-Man (and his Ms.) allow for this technique also, as you can move from one side of the board to the other via the two openings in the middle of the maze, a quick way to avoid closely pursuing ghosts. Early one-screen arcade and NES titles like the original Mario Bros. and Balloon Fight contain an extra dimension of strategy because of the perpetual direction you can apply to both sides of the board at any given time.

I remember one of my literary professors back in college describing Eastern writing as “spiral-like” by nature, and that concept stuck with me ever since. Modern Japanese authors like Kobo Abe and Haruki Murakami employ a writing style that is both flowing and cohesive, never lingering on a plot point yet also never failing to laterally connect with the events that came before. The results are fluid, briskly paced works that, while often dealing with the surreal and fantastic, never have any rough edges or tangential prose. The plots of most games—retro and modern—certainly don’t hold a candle to the masterpieces of the great Eastern novelists, but in games like Kid Icarus, the spiral materializes in other, more implicit forms. (It may seem like I’m trying to argue that this is a fundamentally “Japanese” quality, but games like Williams’ Joust and Rare’s Jetpac also use the non-terminating line, although the argument of whether any particular game influenced any other is an historical matter that I’d rather skirt for the time being.)

Another interesting implementation of space is “warping,” but in the case of a game like Super Mario Bros. (1986), the idea of using an interstitial space to travel between two points within a game’s diegesis is actually a tool with a physical presence: the pipe. This was all designed as a means to encourage exploration and tuck away secrets that could be discovered after multiple play-throughs, of course, and I concede that there is something very whimsical and fun about having Mario duck into a pipe or climb a quickly growing vine as a means to traverse terrain that breaks from the game’s pre-established norms, but it seems that a little bit of the “metaness” charm present when you actually force yourself off-screen is lost by making it a mechanic (oh, that dreaded word again). It turns into something explicitly anticipated and flaunted by the designers instead of being a more subtle technique that creates the illusion that the player is discovering and exploiting some unseen bit of architecture all by themselves. But the pipe serves a valuable purpose: by being an in-game object in SMB (one that everyone recognizes) that is also a vehicle for quickly skipping through game areas or accessing secret rooms, it fills in a spatial gap that would otherwise break our engagement with Mario’s world if we simply just jumped, say, from World 1 to World 4; without the pipe, it would seem like a cheat, like we were passing over something, but with it we instantly picture Mario tubing through some unseen labyrinth of plumbing that some very enthusiastic Mushroom Kingdom planning committee drew up one night. And all of this taking place telepathically, while the screen flashes black.

The “continuous line” principle does make a brief comeback in Super Mario Bros. 2 (1988) (or Doki Doki Panic, depending on whose side you’re on), but unfortunately it’s severely restricted as the closed, mostly scrolling, and compartmentalized level design is not very conducive to physics-based platforming puzzles or strategic cross-screen vegetable throwing combat. You would think that the boss fights might try to involve some geo-spatial quandaries, but alas, the lairs in which you battle these large enemies are woefully brick-laden and claustrophobic, with hardly any character finessing involved at all; it becomes either a block stacking mini-game fit for a robotic operating buddy, or a surprisingly boring round of explosive hot potato.

With the advent and popularity of side-scrolling in game design, the fixed screen grew out of favor and never really came back in any significant way, with some exceptions (the puzzle genre, for one). Even today, I don’t think that developers want to mess with the idea of left-right screen wrapping anymore: it’s too jarring, too unrefined. How can Realism exist when the player is given the opportunity to go Dada? And while warping remains a feature in use today, it certainly doesn’t have that element of discovery and imagination that it did in the days of SMB—oh look, Niko, you found a subway car. Stand clear of the closing doors.

I would love to see more clever uses of negative and interstitial spaces in today’s games, because the potential is there: Closure (2009) is an excellent example of “negative” design done right, and Portal (2007) deliciously hints at how continuous momentum would work in a 3-D environment. I say “hints at” because Portal uses its level design to cocoon a system of control around its concepts instead of allowing much player freedom, but hey, everything starts somewhere. Can you imagine a Portal multiplayer mode, for example, in which the maps are simple, single rooms, much like the one-screen boards of Balloon Fight? Or a game where the player can only inflict damage or influence the environment when their avatar is out of view, in the game’s ”between” spaces, resting in the seams? Perhaps by looking back at the early titles (of yore, remember) that favored a more interactive method of spatial discourse, video games can be open-ended enablers of self-narrative that also feature the polish and production values that gamers enjoy today. There’s no reason why developers can’t focus their hindsight a little more; after all, the line of technology is always curving, never straight, and the most important quality of a spiral is that it can continue to grow while still revolving around its origin.


Game screenshots from VGMuseum. Magritte/Pipe image by Genée Cosden.


Posted by Kurt Shulenberger on June 17th, 2009 :: Posts :: Tags : , , , , , , , , , , , ,
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Collision Detection
29
May

Breath of Fire image source: VGMuseum


Posted by Kurt Shulenberger on May 29th, 2009 :: Images :: Tags : , , ,
3 Comments

Prelude to Pixelation: Norman McLaren and Early Video Games
8
May

Frame from Synchromy

Now that bump mapping and real-time shadow rendering are common vernacular, 3-D modeling is a career path to aspire to, and the consciousness of the gamer/consumer has been invaded by industry buzzwords and comparison charts, we often forget that the visual representation of the video game centers around a single element: the pixel, the simplest graphical unit by which all manners of computational drawing were first based. These literal building blocks (although “shapes” is a more accurate term, because you don’t dare call them squares) represent all that is good and right with modern media: a fixed system of creation that produces an endless variety of forms.

Severe technical limitations ensured that the first video games would have bare and almost laconic presentations, but, as Mark J.P. Wolf notes in “Abstraction in the Video Game” from The Video Game Theory Reader (edited by Wolf and Bernard Perron), the blocky and abstract visuals of the early games, while primitive by today’s standards, served as an educational tool as well: it was a way to wean people onto the different skills of manipulation that had to be mastered in order to succeed at the machines they were trying to play. With less ornamental distraction, one could better concentrate on the task at hand, namely, objective and input: What do I have
to do, and how do I do it?
Without gamers even being aware of it, the pixel quietly and seamlessly taught them how to properly partake in video games, sharing in the interactive experience without becoming confused and disillusioned.

After the arcade machines of gaming’s infancy—and the graphics they introduced—laid the foundation for this new, interactive method of media reception, the first console systems began to appear in homes, signaling and embracing the convergence of abstraction, engagement, and technology. In a way, these pieces of hardware were the apex of post World War II consciousness, with counterculture, escapism, commercialism and raw information desperately trying to be contained into something compact and palpable, something that the average person could obtain—for the right price, of course. And what better way to distill modern thinking than through an equally modern and purchasable device that can also be switched off when things get too overwhelming or difficult?

It would be very easy to see these video games—and personal computers, which were tracing their own congruous path—as the first embodiment of this cultural merger, seeming to arrive suddenly and fully formed…but that’s not to say that other forms of art and media weren’t conceptualizing the forthcoming digital age. A few years ago I discovered the wonderful films of artist Norman McLaren, and I find such a close compatibility in his work to the notional quandaries that game scholars would later pose that I dare call McLaren the spiritual predecessor to electronic gaming, “pixelating” our world before anyone knew what the digital revolution would actually come to represent.


Posted by Kurt Shulenberger on May 8th, 2009 :: Features :: Tags : , , , , , , , , ,
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A Little Thing
5
May

Sometimes, that’s all you need.

Download Amazing Spider-Man Cut-Scene MP3


Posted by Kurt Shulenberger on May 5th, 2009 :: Posts :: Tags : , ,
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