3 posts tagged “steambot chronicles”
Justin and I were discussing
Bumpy Trot earlier today, and I told him the game was somewhat
open-ended. His response; "Open-ended is the new Linear."
The moment passed with much LOLing, but the concept was more true
than perhaps he intended. Open-ended IS the new Linear, or rather the
new definition of the same thing.
As video games have gotten "bigger, " (more worlds and bigger,
larger levels, third dimension, in addition to the expanding scope of
stories and morality) a trend in plotlines has opened up; the questions
of right and wrong, good and evil or; "What should my character do
here?" While games from the early days were riggedly stuck in their rut
of "do this, then this, then this," explorations of creating true story
and character arcs have expanded from "Choose which character to play"
to "choose what this character will do." Look to KOTOR's Light
Side/Dark Side or Fable's Good and Evil Deeds for a more rigid example
of this gameplay style.
Bumpy Trot is a good example of the new version of Open-Ended
gameplay. Players are no longer forced down one set path in the game,
but can idle away the hours doing meaningless tasks which define the
character to the player. When taking part in the actual linear
storyline, players can choose how their character reacts to the other
characters in the game, given many options ranging from nonsensical to
caring to flirtatious to downright mean. By doing so, the main
character evolves into either the Hero OR the Villain of the game, and
the plot assumes this role. The main weakness of a lot of these games
is exactly that linear plotline, which in turn must loosely explain why
Bad Guy ended up on X-Planet to do Y-Thing, while Good Guy ended up in
the same exact scenario for completely different reasons.
My character in Bumpy Trot is named Vanilla. At the onset of the
game I was asked questions about my character, such as "If you found
$20 in the street, what would you do with it?" Though I have since
found proof that the character is just named Vanilla no matter how you
answer the questions, my girlfriend Mia swears that I was named Vanilla
because my answers were so boring (I, incidentally, would take the
money to a lost and found). As the game goes on, I find myself making
the simple or Good Guy choices in all matters. I used to think that I
did this for fear of someone else watching, or seeing my character
profile. In fact, the opposite holds true; when Mia is in the room
while I play, I choose "Pinch her butt" over "tell her she's a good
person" just so Mia will think I'm not such a wuss. Meanwhile, the
other characters must be entirely confused by my schizophrenic behavior
...
In the end, I choose those options which most reflect not only what
I would choose in real life, but what kind of character I want mine to
be. I want him to win the nice girl, Connie, and to win her by being
nice himself, and caring, and helpful, and lavishing her with
thoughtful gifts. Not by lying, or cheating, and all the while
double-timing her with Savory, the town slut. I want Vanilla to be an
all around good guy in this world, so I play him as such.
But I think the bigger issue that we often lose sight of is not
about how we play our character in any given world. In Bumpy Trot
(Steambot Chronicles), we're given a set amount of choices in a world
fully created. The designers certainly let us choose how we act to some
degree, but the setting is completely controlled. Characters do not
react or judge Vanilla for walking into their house during dinner, or
picking up their favorite tree and throwing it into traffic, or
standing in the middle of the busiest intersection all day just to stop
everyone from moving. The plot points, though numerous, are still set
inside of limits as to which actions will be judged. Exanded further,
the world of Bumpy Trot is defined by who developed it, and to what end
they wanted to present their world.
Were Vanilla a bad guy, he would still only be the type of bad guy
who steals bubble gum machines from fat school children, not the kind
who wages a genocidal war against members of an ethnic group or
religion. When Vanilla destroys another character's Trotmobile, that
character is very deliberately and cartoonishly shown being exploded
into the air and then landing and running away, as if to say "no
anonymous bad guys were actually hurt in the making of this game.
people don't die in the world of Bumpy Trot!" What message would be
sent if characters in fact were blown apart by exploding Trots, or
stomped to death by vindictive or otherwise sadistic Trot drivers?
Look at a game like Steambot Chronicles and compare it to Oblivion,
or Deus Ex, or Fable. Oblivion, for example, presents a very cold world
full of treasons and deceipts, murderers and worse. Even the most moral
character available in Oblivion still must wade through the mires of
cruelty and the ethics of murdering other people for their missions, or
in one case a Unicorn for a God. Fable, on the other hand, presents an
almost cartoonish view on its world, where characters are
2-dimensional, wanting only sex, or food, or playful revenge, and
everyone besides the main charcter is a faceless clone. Compared to the
ultra-realism of Oblivion's character designs and backstories, Fable
creates a sense of only the main character being important to the
well-being or even existence of the world, and promotes the character
acting in such a way (while conversely punishing the character who
wishes to treat the people of the world as friends; instead, we are
left with a God Complex character who cannot truly relate to the masses)
The true illusion of open-ended gaming is to
think for a moment that any single-player game can present a true Free
Will. Much like a movie or a book, games present more than just a
simple storyline or mechanics. They present an imagined world, full of
depth and color. They lay out the ground rules to such a degree that
even a theoreticl situation could be explained away. They can be
mimicked and replicated because they are so deep and explained. The
best ones play this illusion through to the most finite details, like
the consequences of feeding a cat, or stealing some yarn, or killing a
farmer. These defined rules are unspoken, yet every bit as important
for setting the mood and tone of the game.
True open-ended gameplay does not yet exist in a single-player
world. The fact of a video game is that we are immersed, and we adopt
the ruleset of that world when we play. Our choices are limited by
morality, and in gaming, that morality actually belongs to the
creators, not the player.
... a little bit, yeah. Especially when dealing with my financial aid AND moving all day (and of course work).
Steambot Chronicles is on the way to my house as we speak, as are Metal Saga and Suikoden V. Free games are the best games.
Coming soon will be my takes on Princess Tomato in the Salad Kingdom
and fan-favorite Kid Icarus. Let me know if there's any other game you
might want to hear my take on.
True Love doesn't count ...
Perhaps my only professional hero, one whom I aspire to be like in one of several careers I wish I had, is none of ther than 1up.com and EGM staff writer Jeremy Parish.
Jeremy's sharp wit and love of handheld games and all things retro is
only slightly less important than his astute reviewing, which points me
in the right direction more often than not (and I am still hoping to
play Steambot Chronicles,
a Jermey Top Pick, if anyone wants to get me an early Birthday present
...). Jeremy has a little project he terms "Metroidvania," a reference
I will not explain, but in this series he goes back and takes a look at
the games which defined a genre. His upcoming Metroidvania piece will
look at a game near and dear to my own heart, and one which owned many
many hours of my young life (and more still had it not been for the Official Nintendo Player's Guide); Goonies II.
"A video game about a movie that never
existed?" you ask? NO! DON'T BE STUPID! Goonies II is the sequel to the
arcade "classic" the Goonies, which was a loose adaptation of the movie
"the Goonies" in which the hero, Mikey, runs around a haunted dropping
giant bombs on mice with sunglasses. Wait, was that the movie or the
game? One more wrong note and we'll all be flat ...
So Goonies II sees the return of Mikey, who is the only Goonie left
after the Fratelli Gang has kidnapped not only all of the other
Goonies, but also Mikey's love interest, a mermaid. No, seriously. Did
you even WATCH the movie?!
Mikey, armed only with his truty Yo-Yo, must traverse a new haunted
house/mansion/labrynth of caves collecting new powerup items and
rescuing all of the kidnapped Goonies and his Merfriend.... no, I mean
his Girlmaid ... no ... and that fishtailed girl he loves so they can
make 1/4 fish babies or something like that and I don't even really
fully understand how that would work out but I am sure in a game like
this the writers obviously thought of that kind of thng and perhaps the
intricacies of mermaid/human relations is beyond me because I don't
even know how Mikey met a mermaid to begin with.
Goonies II was a great game for a number of reasons which now seem
outdated and wrong. At the time of Goonies II, which very well may have
been called somehting else entirely in Japan, gamers were only happy to
have good content. Things didn't have to make as much sense back then,
like why a character from the real world was suddenly fighting monsters
with a yo-yo he never had in the movie. I mean, look at Mario ... a
plumber that grows when he eats mushrooms, shoots fireballs and kills
turtles?! If we didn't say WTF then, it was only because we didn't know
any better. As for Goonies, the game didn't have to stink of actual
Goonies dialogue or content in order for gamers to enjoy it; we simply
disregarded the title in relation to that other thing also named
Goonies but which was obviously unrelated. And we were happy to have a
game with more depth than the prominent side-scrollers or "sports"
games of the day.
Action in the game was the two-button NES variety; jump and attack.
As the game progressed, Mikey receieved new items to assist in his
adventure, like a ladder, or Molotov Cocktails. Because what's more
useful in a fight against a nasty snake, a children's toy, or a bottle
of whiskey with a rag in it and lit on fire? I know thats what I choose
when our apartment has roaches.
The cool thing about Goonies II was the way the game map was laid
out. The basic premise of the map was somehting akin to Alice and the
Looking Glass. By entering through doors and navigating a brief 1st
person section (in which there was plenty there), Mikey would emerge on
the other side of the rooms in a new section of the labrynth, with a
different stylized theme (red cave, blue cave, green cave, etc.) and a
new set of enemies. This expansive map made things a bit confusing at
times, but once players learned their way around things got really
interesting. Having a ladder meant being to climb through a hole in the
ceiling, while having super jump shoes allowed Mikey to jump to
previously inaccessible ledges. Sure, it was just the Metroid forumla,
but instead of a wildly original sci-fi theme with all the trapings of
detailed perfection, players were allowed to enjoy a present-day house
and cave scenario with yo-yos!
Okay, so it doesn't sound so hot in retrospect. But this really was a
deep and enojyable game in its day. While other games involved mostly
static characters moving forward in increasingly difficult jumping
puzzles, Goonies was another helping of a wonderful and under-utilized
formula of dynamic characters growing as they moved forward. Games like
this paved the way for the popularity of console RPGs to the same
generation who wanted character growth in addition to plot and molotov
cocktails.
But more importantly, Goonies II had an amazing soundtrack which
mostly involved the Cyndi Lauper in Nintendo music form on repeat ad
nauseum. And thats the way we like our Cyndi Lauper.
Ultimately, Goonies II does not stand the test of time. It would be
an unfair recommendation now, too riddled with terrible grammar and
nonesense elements to be even slightly enjoyable. Its a game from an
age when developers wanted players to have to work for their progress,
making puzzles as transparent as a brick wall and leaving the gamer
clueless as to the proper approach. I doubt any level of fun could
still be had form this once-masterpiece. As such, I present you with
the ending of this truly epic game. Imagine hearing a MIDI version of
Cyndi Lauper's "Good Enough" as you view these scenes.