Posts Tagged ‘wii’

Valkyria, Tomb Raider, and Realism? [Sony]

Thursday, December 4th, 2008

It’s been a while since I’ve talked about it, but I’m still very excited for Valkyria Chronicles. I promised my family that I wouldn’t make any purchases until after Christmas (not that I should be making any at this point), so I have to wait until at least then to hope that I get what promises to be a sweet looking video game. Enjoy the video review.

We shall see if it’s as good as it’s claimed to be by people like Shane Betenhousen and the PA guys.

Now for a bit of a digression/editorial:

This excerpt from an Action Button Dot Net review of Tomb Raider: Underworld written collectively by the staff will spearhead our topic:

“Does anyone in the audience here have the upper body strength to do one pull-up? It’s really hard, isn’t it? Now imagine doing a pull-up and then, at the end of the pull-up, pulling down so hard with your biceps that you launch your entire body six feet into the air, then grabbing a ledge and doing another pull-up and launching yourself six feet into the air. It takes roughly six hundred times the upper body strength* (*these figures have not been evaluated by the Olympic gymnastics committee) to launch yourself six feet in the air after a pull-up as it does to do a single pull-up in general. Now imagine a wispy girl doing it, fourteen times in two minutes, and with two sub-machine guns on her back (about eight pounds each, we reckon), with a pair of D-cup breasts pressed uncomfortably against the rock.

We say, the better the graphics get in these games (current status of game graphics: “Prettttttttty! Good!”) the more ridiculous these things look. You might as well just make the hero of this game a super-hero. Iron Woman, maybe. As-is, you’re kind of giving impressionable young people the wrong . . . impression.”

So yeah, I mean, why bother worrying about stuff like realism when it comes to a series so clearly based in unrealism as Tomb Raider. Lara Croft is a caricature of what a real woman is like. She is, as many have said in their reviews, a Barbie running around these exotic locales (exterminating endangered wildlife the whole way through!) that are looking more and more photo-realistic with each iteration. Her face, her character model, her proportions, they just don’t fit in any more. Not to mention how unlikely her ability to complete the actions she completes are.

Call me a nerd. I’ll take it in stride. I write a blog! It’s mostly centered around video games. I have a strong desire to make this a career. How else can you describe me? However, there is a deeper level that you don’t know about. I’m an engineer, so I am almost physically wounded by witnessing bad physics in movies and games (so long as I’m thinking of it in a real context). Nathan Drake, for some reason, didn’t bug me as much. He’s a lot less ridiculous, but he’s also able to make leaps that require ridiculous upper-body strength and grab hold to precarious handholds. The rest does seem somewhat more realistic though…although the gunplay is equally ridiculous. A shotgun to the body should kill in one hit…

Sorry, I’ve been wandering…my point is that somewhere, deep within my consciousness, I crave a more realistic experience. I want a game where if you jump from a high enough location, you break your legs. I want a game where one good slash of a sword will kill you. Bullets should be more lethal. It seems like a really bad idea, but I think they kind of do that with the Rainbow Six series (at least the first one).

Then again, how would that be fun? Say you’re playing a regular Joe in one of these games. You probably couldn’t run full speed around the whole map without getting tired. You probably couldn’t carry infinite inventory and run as far as you could before. You probably can’t stuff a giant sword into your pants to store it.

There are people who love stuff like this, they’re crazy tabletop RPG players, but that’s not what I want to do. I just want to boot up a video game and complete a cool scenario that doesn’t require me to be a superhero. I want the game to be about a regular guy, have regular physics, and just make a lot more sense. You could still have aliens, but recognize that organic life is organic life. A good bullet to an alien will still probably kill them, right?

I’m rambling, but we’ll see if something like this ever happens in the future. We’ll see if anything like this will ever be fun.

Big N: Super Mario RPG

Thursday, September 4th, 2008

It’s probably too early to start calling me Nostradamus (we’ll have to wait until the regular season of baseball ends to know just how good I am), but if you remember this post I mentioned that Mario RPG’s launch on the VC in PAL territories would spearhead a US release. Lo and behold, Mario RPG, one of the greatest Mario games, SNES games, and RPGs in gaming history.

It’s too bad that Square Enix won’t be releasing any of its other landmark SNES RPGs on VC, preferring to milk tons of money out of players with remakes (which we like) and ports (which we find a bit annoying, but kind of like anyway). Go out and buy Mario RPG and let’s hope that Earthbound hits the system soon.

You Can Quote Me On That: Tim Rogers

Saturday, August 23rd, 2008

If you know me or read this site regularly, you know that I’m a huge fan of Tim Rodgers of ActionButton.net. I don’t universally agree with him, but I do universally love how the things he says about game design and video games in general make me think critically about games both as entertainment, as examples of good design, and even as an art form. Today’s quote isn’t really all that thought-provoking, but it does bring up a rather good point:

“It’s a lot like the iron boots in modern 3D Zelda games: you have these 200kg boots in your inventory; you’re swimming in water; you open the menu and choose to put the boots “on”; you sink to the bottom of the water. Are the boots only heavy when they’re on your feet? (Maybe they’re magical.) It’s not a puzzle; it’s not “thinking”. It’s just “there”.”

-Tim Rogers in his Ikaruga review.

Sure, video games do require immense suspension of disbelief and Rogers does harp a lot on modern Zelda and Nintendo design in general, but it’s true when you think about it and pretty funny.

Game Overview: Rock Band 2, Super Mario RPG VC, Lazy, Dangerous RPG DLC

Friday, August 22nd, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Rock Band 2

It may technically still be summer, but we’re right on the cusp of the most exciting game season in the year, the Fall release schedule. Did you realize that Rock Band 2, a game I’d say might be the first official big Fall release, comes out on 14 Sept. for the Xbox 360? That’s only tree weeks and a few days away. I can’t believe that one of my most anticipated titles for the year is so close to release, but I’m also a bit disappointed. Rock Band 2 is coming out a bit too soon. The 360 version is coming a bit early, but the others and the instruments should be coming out either just before or just after the year-old mark for Rock Band. I know it’s not their fault. I know that Guitar Hero: World Tour is the real reason that the game is coming out too soon. I just hope that Harmonix is able to make this release complete enough that they can get by with their actual dream of releasing a music platform sustained by DLC.

While we’re on the topic of music gaming, Sony leadership surprised the video game industry with an announcement of instrument standards. There will no longer be a situation like GH3 and Rock Band on PS3 where people who bought GH3 for a spare guitar were left out to dry while the 360 owners were able to use their GH3 guitars in Rock Band. This is great news, we don’t need a million sets of plastic instruments cluttering up our living rooms.

Super Mario RPG

PAL territories are getting their hands on Super Mario RPG on the Virtual Console this week. This is excellent news for those of us in North America who have been desperately waiting for its VC release. It’s only a matter of time now.

Tales of Vesperia

As reported by Kotaku, Xbox 360 RPG Tales of Vesperia has kind of a dangerous precedent its setting by allowing lazy players to buy experience levels, gold, items, or skills for real-world money. Sure, ToV isn’t an MMO, so this isn’t going to throw the economy off balance, but it just seems a bit strange to go and sell an easier time in your game. I don’t support it at all and I hate monetizing these trivial things that should not be sold.

That’s it for this week’s edition of Game Overview, stay tuned for more video game news over the next week.

Game Overview: MLB PP 2k8 The Alaska Yetis

Friday, August 15th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Maybe not the most interesting edition of GO for you readers, but I’ve finally completed my MLB PP team and played quite a few games as them. As of right now, I’m not doing so hot, with a 6-9 win/loss record to make the Alaska Yetis look bad sitting five games back in the NL East (behind the Braves, Phillies, Mets, and Marlins (in that order), but ahead of the Nationals). Why NL East when Alaska is clearly a western state? I love the NL East and that’s where I recognize the most players, so that’s where I wanted to play. I shuffled the Pittsburgh Pirates out to AL Central and added another expansion team, the Hawaii Samurai, to balance out my expansion team.

As for why I’m not doing so well, I’m still sort of ironing out the difficulty level. With the hitting too hard, I can’t score any runs, but I also don’t want my players to be able to hit home runs every at bat. Getting pretty close to finding that proper balance.

My roster looks something like this (last names left off for privacy reasons, but repeated first names do not imply that they are the same person):

Pitchiing
Starters:

David
Colin
Min
Josh
Varun

Relievers:

Will
Mike
Simon
Eric
Dean
James

Closer:

Gordon

Fielders

C - Dan (me)
1B - Eric
2B - Dan
SS - Ian
3B - James
LF - Cu
CF - Lee
RF - Phil

Bench

Arjun
Dan
Ben
Robin
Darek

So, after 15 games, let’s check out who’s doing best on the team compared to the best in the league:

Batting

Batting Average

Cu: .526

BEST: .526 Cu (Yetis)

Home Runs

Dan: 9

BEST: 9 Dan (me) (Yetis)

RBIs

Dan: 19

BEST: 21 Alou (Mets) / Jacobs (Marlins)

Stolen Bases

Phil: 9

BEST: 9 Phil (Yetis)

Pitching

ERA

Dave: 5.68 with 19 innings pitched (Starter)
Will: 3.18 with 5.2 innings pitched (Reliever)
Gordon: 3.18 with 5.2 innings pitched (Closer)

BEST: 0.75 Lohse (Cardinals)

Wins

Dean/James: 2 (Relievers)
Josh/Varun: 1 (Starters)

BEST: 3 Nolasco (Marlins) / A. Miller (Marlins)

Saves

Gordon: 4

BEST: 5 Fuentes (Rockies)

Strikeouts

Dave: 14

BEST: 24 Smoltz (Braves) / Sheets (Brewers) / Paulino (renamed player not in MLBPA) (Reds)

Here are the team stats as a whole, with which place in the league in parens:

Pitching

ERA: 6.68 (6/6)
Runs (scored on): 104 (6/6)
Hits: 251 (6/6 by like 100)
Home Runs: 20 (2/6)
Strikeouts: 55 (6/6)
Walks: 3 (1/6)

Batting

Batting Average: .343 (1/6)
Runs: 80 (4/6)
Hits: 188 (2/6)
Home Runs: 30 (1/6)
Sacrifice Hits + Sacrifice Flies: 0 (6/6)
Stolen Bases: 12 (3/6

I’m definitely enjoying the game so far though! Hopefully the Yetis can slowly move up the standings in the east to keep from looking like they were a mistake to establish.

100th post! YAY!

Big N / Sony: Blogging Holiday: MLB PP 2008 Out Today!

Tuesday, July 29th, 2008

Gonna take a short blogging break to play some MLB Power Pros and prepare for a wedding I have to go to this weekend. Catch you guys on the flip side.

Game Overview E3: Now That’s Dedication

Friday, July 18th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

I’ve talked about how dedicated Capcom is to the old-school aesthetic of Mega Man 9, but just how dedicated are they? Below is the “boxart” for the DLC game:

Mega Man 9 Box ArtSee More Mega Man 9 Box Art at IGN.com

If you remember back to my 8-Bit All-Stars post, you might remember me talking about the Mega Man 2 boxart as being nonsensical for the anime-cutesy style of the game. This is such a return to the old school that it makes me kind of pumped for this game.

I know I said I’d have E3 updates as exciting things happened, but I’ve failed to see much that excited me in this show. That being said, I will close off with a particular trailer that does pique my interest:

Embedded Reporter: New Announcements, New Details

Monday, July 7th, 2008

Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.

Two videos for your viewing pleasure today.

The first is the debut trailer for a port of one of my favorite games of all time, Chrono Trigger. Chrono Trigger DS is (kind of unfortunately, I want a sequel) a direct port with an added dungeon, wireless battle capability, and two-screen utilization, but the changes have yet to be seen.

The next video is for an upcoming console baseball game that regular readers of my blog just might know a thing or two about. The US debut trailer for MLB PP 2008 shows the in-game opening and highlights some of the new changes.

If you watched the video, you may have noticed a certain much talked about Cubs outfielder running back to catch a hit ball…

Game Overview: Current Gen All-Stars

Friday, June 27th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Due to some poor life decisions, I find myself stranded for five weeks without any video games. What’s a guy to do, right? Well, rather than just giving you some of the headlines from the week’s video game news in lieu of what I was planning to be gameplay impressions, reviews, and the like, I’ve instead started a five week “All-Stars” feature. Each week we’re going to look at a video game era and spotlight my top three games from that era. Each of these games will also receive a place setting at the prestigious “Table of Honor” feature that I’m working on. Here’s the weekly plan:

Week 1: 8-bit Console Era
Week 2: 16-bit Console Era
Week 3: Post-16-bit Console Era, Pre-Current Generation
Week 4: Pre-Current Generation PC Games
Week 5: Current Generation

Yeah, the categories are broad, particularly weeks three and four, but it’s how I want to do them, so get off my back!

Wow, we’ve finally made it to the last week of my all-stars feature! Beginning back in November of 2005 with the launch of the Xbox 360, this generation has seen some of the biggest shifts and changes that the industry has ever seen. Again, starting with the 360, consoles finally began to be a match for the PC market with online matchmaking services rivaling the best on the PC drawing gamers to the consoles in droves, depleting the once very robust leader in innovation and technology’s user base. Not a group to sit on its haunches, Valve re-invigorated the PC market with its Steam platform, a release and matchmaking mechanism that has recently started to rival Xbox Live in terms of functionality.

The PS3 launched about a year after the 360, promising much, but struggling to deliver any worthwhile software for a full year after launch. Its online service also leaves much to be desired, with no cross-game integration to help it out, it pales in comparison to XBL, even though it is free.

The greatest shift in gaming has come from the revolutionary Nintendo Wii and the Big N’s “Blue Ocean” strategy. Nintendo, understandably weary of being in last place for the last two generations, decided to take their console in a totally different direction, emphasizing the casual through an accessible control mechanism, affordable system, and lighter gameplay fare. While their strategy has succeeded, selling out systems each and every month and given them a greater install base than the Xbox 360, even with a full year’s delay in launch dates, many a “hardcore” gamer feels like Nintendo has forgotten about them with their new strategy.

The brilliance of this strategy has caused many a developer shift as both Microsoft and Sony attempt to develop motion sensitive controls to mimic the Wii and the huge blockbuster game releases of last gen start to tone down some of their production values in favor of appealing to the mass market. Minigame compilations flood the market as countless companies try to tap into the previously unreachable markets. Most find failure as Nintendo continues to milk dollars out of the Nintendo DS and Wii, causing concern for third party developers on both systems.

While the music gaming phenomenon technically began last generation, both Harmonix and Activision have enjoyed unprecedented success with their Rock Band and Guitar Hero franchises. It seems that music gaming is one of the next big things, with Activision basically saturating the market with GH products and Harmonix releasing track packs every week to expand the already robust playlist of the party-friendly Rock Band.

Yes, the new generation has advanced gaming by leaps and bounds, with the 2007 holiday season being one of the best gaming history has seen in a long time, but the new generation has also drawn new lines; created new schisms. All of a sudden the terms “hardcore” and “casual” have divided a once unified user base. Nintendo’s radical decision to eschew high definition graphics in exchange for cost-effectiveness has split third party developers who now have to choose to develop for the HD systems or the system with the highest rate of ownership, but smallest attach rate (average number of games owned). Many claim that this will be a long one, unlike last generation, since Nintendo has proven that low-tech can still bring innovation and sales. All I know is that it’s still early and it’s still anyone’s ball game. The slow start of the PS3 is turning out to have been a slow boil while the 360 is looking like a flash in the pan as it peters out. Nintendo’s massive onslaught of sales still hasn’t even shown signs of slowing down, baffling everyone who said it was just a fad. I can’t wait to see how it all turns out when the dust settles, but until then, I’ve been enjoying some great games. Let’s take a look:

This first game revolutionized the gaming world last year by proving that a cohesive, well-thought out, well-written, but incredibly short game can top a robust 20 hour experience simply through the power of brilliant game-design, hilarious dialog, and a little bit of cake. Yeah, it’s Portal.

#3 Portal

Many of you know the story of how Portal came to be developed at Valve, but for those of you who don’t, here goes:

Up in Washington there exists a game design school called DigiPen. Since Valve is a Washington-based company as well, they tend to send people to check out the work done by students to find potential new hires and ideas. Cue Narbacular Drop, a project by students that featured the portal jumping gameplay we know and love in Portal. The story goes that someone from Valve saw the brilliant idea, brought them over to Valve headquarters to show Gabe Newell, and Newell hired them all on the spot, which was a brilliant move on his part.

Portal is a shining beacon of game design because it does everything that it sets out to do perfectly. It’s just the right length, has just the right amount of humor, has just the right difficulty curve, etc. Valve takes forever to produce games, we all know this, but Portal proves that our patience is definitely worth something.

There’s not really much else to say about this brilliant game, it has to truly be experienced to be understood as the masterpiece that it really is. Go out and buy it, seriously…it’s only like $20 on Steam

Here’s the ending credits, complete with the super-famous “Still Alive.” DO NOT WATCH IF YOU HAVEN’T BEATEN THE GAME!

International “Still Alive”!:

My #2 game would actually make a better Indiana Jones movie than the abysmally stupid Kingdom of the Crystal Skull. It currently tops my most anxiously awaited sequel list based on the promise of another adventure with its hilarious and cool protagonist. Last clue: the PS3-exclusive company that produces these games seems to have an affinity for main characters sharing the same name that starts with ‘N’. These obscure hints may lead you to realize that I’m talking about Uncharted: Drake’s Fortune.

#2 Uncharted: Drake’s Fortune

I bet you didn’t realize that the best action movie of 2007 was actually a video game. Uncharted follows Nathan Drake, supposed descendant of Sir Francis Drake, as he searches for the hidden treasure of El Dorado throughout the South Pacific. Joined by his partner Sully and the requisite sassy reporter Elena (yet another example of a restrained female character design that is STILL cool despite not having huge knockers. Take that sophomoric game designers!) Drake faces off against a plethora of pirates and puzzles as he discovers the dastardly secret of Drake’s fortune.

It sounds pulp-y, but that’s the point. Uncharted is the first time I’ve ever played a video game and thought “Well, this could actually be a movie without very much changing about it at all.” Play it and you’ll get the same impression. Voice acting is superb, the story is pretty cool, there is very real chemistry between characters, and the game just looks beautiful. Along with MGS4, this is one to show off your HDTVs to your friends. (Quick MGS note: I haven’t beaten MGS4, so it’s not eligible for this list).

Gameplay is pretty simple and mostly revolves around third-person shooting coupled with a cover system a la Gears of War. This part does get a little old sometimes as enemies continue to spawn at some points, but it’s well-done enough to not be too tiring. There’s also some platforming tossed in as you explore ruins that feels very satisfying. In fact, a great deal about what makes Drake such a cool protagonist stems from the fluidity of his movements both in combat and exploration. The way that he jumps from ledge to ledge, stumbling as he lands gives you that all important “Yeah, I think I could do that” feeling that makes up a successful everyman protagonist.

If you’ve never even seen Uncharted before, go rent it or buy it or come over my house. I’ll let you try it out.

E3 2007 Trailer;

Gametrailers Review:

And now, the moment you’ve all been waiting for, my #1 game of the current generation. My choice may surprise you, but I think that at the end of the day, it has to be number one based on how much time I’ve put into it compared to any other game in my entire library. There’s no good way to hint at it, so I’ll come out and say that my top game of this current generation (so far) is Rock Band.

#1 Rock Band

Rock Band and I had a strangely hostile relationship when I first learned of it. Not being as well-versed in video game news as I am nowadays, back then I had no idea that the original developers of Guitar Hero II were behind RB, I just saw that someone else was trying to make a music game and that it was really, really expensive. As a fake-guitar player, I also didn’t quite see the allure of drums or vocals.

That all changed when I started to see footage of both games and learn about the pedigree of both series. Concerns began to crop up in my mind as GH3 coverage showed the game design to be stagnant, note charts a bit asinine and arbitrarily hard, and art style to be ridiculously ugly. This was also about the same time that I learned of the very ugly breakup between Harmonix and Red Octane and EA/MTV’s partnership with Harmonix. There was an immediate shift at that point where I realized that I was siding with the wrong company and antiquated game design. The music game future lied with Rock Band, its new digital distribution system, and four instruments.

As a quick aside, I actually actively hate Activision and the GH franchise over stupid stunts like this one. There’s no reason why they should have screwed over PS3 GH3 owners who just wanted to be able to use the same guitar peripherals over both games. No one needs as many plastic instruments as Activision is going to force upon us very soon…

Back to Rock Band: it’s yet another one of those casual games meant to open up the market. How does it do this? There’s the simple four-player multiplayer aspect that makes the most sense in this context. Gathering up four friends to play music on fake instruments has turned out to be a tremendously appealing concept. I can honestly only think of one or two of my friends who doesn’t enjoy Rock Band at all. Friends of mine who live thousands of miles away are excited to get some Rock Band in next month when they come to visit. It has that much draw, especially to people who typically don’t game at all, including older gamers (NOT my parents) and women. While being able to shred on expert isn’t about to impress any of the ladyfolk, it’s still a good game to bridge the gap between the gamer and game-hater, since most people who have never played video games can understand music within a few minutes.

The other real innovation in casual gaming is that Rock Band is not as ridiculously hard as Guitar Hero 3. Activision went the totally opposite direction, attempting to create a hardcore experience with note charts that made no sense, but were harder to play. Rock Band’s more intuitive note charts seem way easier by comparison, but they still provide tons of fun and, most importantly, they generally won’t fail an appropriately skilled player during multiplayer play, the main draw of the game. Yeah, Rock Band is a lot less fun solo than with friends (still way fun though), but it’s meant to be played with friends, not alone. I’ve spent countless hours with large groups of friends handing off the guitars, drum sticks, or microphone as we shredded the night away (and probably made our dormmates hate us…bwahaha).

Rock Band is, by and large, the only reason I turn on my Xbox anymore and it gets playtime at least once a week from me as they launch new tracks each and every week. As it introduces me to new, sweet music (Boston being my favorite discovery so far), it’s impossible for me to not rate this as the best thing to happen for me since I started gaming. I’ve always loved music and had some aptitude for it, but never really learned to play anything. RB gives me the freedom to love that music using a medium that is friendlier than actually picking up a guitar (although I do aspire to actually start playing at some point in the near future). Detractors will say, “Why don’t you just play real music?” I will say, “Because I love music, but don’t have the time or money to devote to learning a real instrument right now. Besides, this is fun for me and my friends, so stop being a jerk.”

At the end of the day, isn’t that what really matters with a video game? Aren’t we just supposed to be having fun?

“Margaritaville” Guitar and Drums:

“Rock and Roll Band” (one of my favorites!)

Another funny Rock Band-related PA comic.

And with that, I officially close out the Game Overview All-Stars feature on this blog. I’m sure you readers have pretty different opinions from me, so feel free to let me know what you think. I’m not planning on doing any runner-ups for this generation, but keep an eye out for game reviews in the future receiving the prestigious all-star award.

Remember guys, video games are all about fun. I spend a lot of time gaming, so it’s good to know that there are such fine specimens of gaming to make deep, lasting impressions on me. Keep it up game devs and I’ll keep picking up that controller.

Game Overview: Editorial: Instruction Manuals and In-Game Tutorials

Sunday, June 8th, 2008

“It used to be, if you found a key in a Zelda game and you didn’t know what a key did, you were either mentally handicapped or you reached for the instruction manual. I suppose, eventually, someone in Nintendo’s R&D did a big Powerpoint presentation, with the cooperation of a local psychiatrist, proving — quite logically — that people absent-minded enough to forget what a key does have probably also lost both the box and instruction manual of the game they’re playing. As an employee in a videogame company’s marketing division myself, I could put up a convincing presentation to explain that we should probably just explain once what a key does, and then leave it up to these instruction-manual misplacers to either remember that, or figure it out anew. If anyone attacked my views and said that we can’t shut out the morons and the idiots just because most people — not to mention most gamers — aren’t either, I would jump up onto the boardroom table and scream, what the fuck do you do if the person loses the fucking cartridge, huh? What the fuck do you do then! Would you give out a free game and console to a shaky kid who showed up at a game shop and said that first he lost the manual, then the box, then he forgot what keys did, then he lost his lunch money, then he lost the game cartridge, and then his DS? There’s a certain line, separating the place where enough is enough and the place where enough is more than enough, and incessant “You got a key!” messages, as a habit, is at least a couple steps into “more than enough” country.”

-Tim Rogers in his review of The Legend of Zelda: Phantom Hourglass

The time: Thanksgiving 2007
The place: My parent’s house out in Florida
The game: Super Mario Galaxy

I may have some of the details wrong, of course, but I distinctly remember the conversation. Shortly after receiving a new game and liberating it from its plastic prison, I immediately popped that sucker into my Wii and started playing the game, eager to see if this was as good as all the critics claimed. Eric saw this and then he asked me a question. “You’re not gonna read the instruction manual first like we always used to?”

I don’t remember if I told him my reasoning or not at that point, but it all boils down to the fact that, after the opening cutscenes have ended, the game explicitly tells me that I can jump by pushing the “A” button. Why should I bother trying to pick up and read the manual to a game when I’m gonna have to learn how to play the game in the opening zone anyway?

Video games weren’t always in such dire straits when it came to hand-holding (I addressed a similar topic, difficulty, not too long ago here). Blame it on the limitations of the medium, but the video games of the past had neither the time nor the desire to try and clue you into the mechanics of the game. Take Tim Rogers’ example of the key in Zelda. Graphics had evolved far enough from the Atari days that we could recognize that Link was picking up keys. They had also evolved enough that a door blocking our path had a keyhole in it, something that most people have the schema in place to understand requires a key to open. There was a counter in the bottom left of the screen and when you used a key on a door, the door permanently opened and the counter performed a little n– (although this may have predated C++…).

As games approach “photo-realism” you can be damn sure that keys look a hell of a lot more like keys. Zelda games are also not shy about the locks they put on their doors: behemoth masses of chains linked to a lock whose size is approximately 1/2 the height of Link himself. As far as I’m concerned, you don’t even need the game to tell you that you’ve picked up a key. Whenever you walk over one for the first time or you get one from a chest, you’re always treated to a scene where Link holds it high over his head. An explanation may be necessary to understand just what a bombchu or hookshot is, but a key? It’s trivial.

Back to game-starting tutorials: it’s not a mystery as to why they have superseded the instruction manual. You think gamers bitch enough about having to read in-game text? Imagine forcing them to :gasp: read a booklet to understand how to move around the map. I can also see the compelling argument that, as a kinetic medium, gameplay is best learned kinetically. It’s one thing to read that to aim in first-person in Metal Gear Solid 3 all I have to do is hold R1 to enter first-person mode, hold L1 (I think) to pull out your weapon in aim mode, and then push Square to fire, all while using L2 and R2 separately to lean left or right, respectively, or both simultaneously to move your first-person view up. It’s another thing entirely to do this properly in the game (I should know…I got my ass handed to me by Olga Gurlukovich the first time I fought her in MGS2). If you think about it, teaching you how to do it while the game is running is brilliant. You not only are learning how to play the game so you don’t throw down the controller and quit in frustration, you’re also getting some practice in.

So, as soon as they could start to fit them in the game, the (oftentimes mandatory) in-game tutorial was born. This was a real bummer for me for two entirely selfish reasons:

1. If I knew how to play a game already (I read the manual, for Christ’s sake, I know how to jump!) I was stuck playing something that counted as a level for the designers that was mega boring and unskippable. Final Fantasy games as early as FF VII mercifully allowed you to skip their materia tutorials and whatnot, but their modern day equivalents like FF X have fully scripted, unskippable tutorial battles! Ten games in and only now do they feel the need to teach me how I should be battling. Really?

2. I loved reading instruction manuals. I can still still remember the (asinine) story of Donkey Kong Country as told by its instruction manual. The epic tale featured a frightened Diddy Kong guarding a treasure trove of bananas before he is beaten up and stuffed in a barrel. That’s all without mentioning the hilarious asides that Cranky Kong tossed into the margins of the manual as he complained about the complexity of modern day games compared to games of his day.

The problem is that I’m in the majority for #1 and the minority for #2. I know too much about games and love stuff like Final Fantasy too much for them to care about annoying me with tutorial battles. They just don’t want to scare away that tiny market fragment that’s never played a Final Fantasy game. As for the second problem, well I like to read and that’s kind of rare in the video game audience. For every one of my friends who loves an epic storyline that you have to read or listen to, I can think of two or three other friends who shudder at the thought cutscenes in general (”Why am I not killing stuff yet?”). Even friends of mine who love reading in their spare time make the distinction that they don’t love to read when they’re playing a video game. Just try and get one of them to have to read an instruction manual before they understand what’s going on in a game and you’ll find yourself minus one game sale.

We mustn’t forget that the instruction manual quality has also been dropping, since no one reads them any more. Why spend extra bucks on a good writer for something that most people aren’t gonna even take out of the game case? Heck, many of them aren’t even in color anymore to cut costs.

I recognize that I’m a part of a dying breed of gamers who used to enjoy instruction manuals. Tim Rogers (boy I bet you’re sick of hearing that name in this blog by now?) is just about the only non-family member I know who loves them too, as evidenced by his spending a whopping three paragraphs and 561 words reminiscing (although some commentors would say droning on) about how much he loves and misses them in his review of Blue Dragon and that’s just the intro; I’m pretty sure he talks about them more in that review. Still, I can’t let go of them and I hope they one day return to their former glory.

Unfortunately, with the advent of digital distribution, I’m pretty sure we can kiss the instruction manual goodbye. When your game doesn’t even have to be physically put into a box, you can be damn sure that most won’t even bother with a .pdf to explain game mechanics when they can just do it in-game. Here’s to hoping that in-game tutorials stop sucking some day soon. Whether they’re just too damn long like GTA IV (5-10 hours in and STILL doing tutorial missions) or too damn boring like Super Mario Galaxy (”Press A to jump!”), they can still use some major tweaking.