Sunday, October 29, 2023

Luigi's Mansion Review

 (Originally published to Glitchwave on 10/27/2023)














[Image from igdb.com]


Luigi's Mansion

Developer: Nintendo

Publisher: Nintendo

Genre(s): Horror, Action-Adventure

Platforms: GCN

Release Date: September 14, 2001


The Nintendo Gamecube was not a popular console in its prime. I’m not sure whether its newfound popularity is due to honestly reconsidering its tenure over a decade after it retired, a sweet haze of nostalgia from those who grew up with the system like myself, or because the laissez-faire internet market has inflated the price of both the system and the library of games to absurd enormity. Whether its colossal value can be attributed to the system’s overall quality or simply because Nintendo has relegated most of the Gamecube’s exclusives to its original physical pressing is subject to debate. Still, I’d like to think the issue sways more towards column A rather than the exploitative lunacy of the latter scenario. People love this little lunchbox that could, and I certainly always have. However, it amuses me to recall how Nintendo’s second-generation 3D console was perceived upon its release, with older people who defected to the second Playstation console and the new contender of the original Xbox calling it “gay” like Tinky Winky’s purse. As much as I passionately defended my darling purple cube, I now realize that the console having a handle on the back hilariously strikes my defense down against this derisive comparison. But in retrospect, it’s one point of innovation that cements the Gamecube’s positive legacy. As much as I admire Nintendo for this era of risk-taking, I have to admit that I wonder what the fuck they were smoking with some of their decisions. Exhibit A, right from the get-go was releasing Luigi’s Mansion as a launch title.

The Gamecube marked the first time since Nintendo entered the console market on the NES that one of their systems was not introduced with a Mario title, and all technicalities to this statement will be discarded immediately for not considering the finer bits of context here. Luigi’s Mansion is not a Mario title not only because his fink of a younger brother that everyone makes fun of finally gets his time in the spotlight, but because the mechanics involved with the taller, greener Mario stomping up and down the creaky floors of a haunted mansion deviated from anything else from a Mario console game before then. Creativity is what continuing franchises should strive for, but the reason why sending Luigi’s Mansion off as a new system’s initial ambassador was misguided is because the game is misrepresentative of the continual evolution of Nintendo’s systems. Super Mario Bros, Super Mario World, and Super Mario 64 effectively gave the purchasers of their respective consoles a clear-cut idea of what to expect from every subsequent game for the system’s five to six-year reign as Nintendo’s updated killer app. With Luigi’s Mansion, on the other hand, the concept and gameplay were too alien. Super Mario Sunshine, which ultimately pissed people off anyways, was most likely still baking in the development cycle at the time and couldn’t represent the Gamecube at launch like its older Mario brethren. Everyone at the time had to make do with Luigi and his spooky manor, a weary first impression of Nintendo’s new system in a competitive console landscape. Now that two decades have passed and the Gamecube’s library has expanded extensively, we can now assess that Luigi’s Mansion is a refreshing title that refines the survival horror genre using Mario’s accessibility.

There is one obvious parallel to another popular gaming franchise that everyone should draw connections to, considering the setting, tone, and gameplay of Luigi’s Mansion. One quick look at the eerie estate that Luigi supposedly won in a contest that he didn’t even enter (certainly sounds like something that would happen to hapless Luigi) and flashbacks of the Spencer Mansion from Resident Evil should start appearing in everyone’s minds. Fear not, weary consumers who are intimidated by horror games and or concerned parents who might believe that Luigi is leading his brother’s family-friendly brand down a spiral of chills and blood spills. While the most famous horror franchise in gaming is the primary influence for Luigi’s Mansion, the game still upholds that Mario lightheartedness that is appropriate for gamers of all walks of life. Not to say that Luigi’s Mansion is a lame, watered-down version of Resident Evil made as a safer alternative for the young and or squeamish types. The scare factor of Luigi’s Mansion verges heavily on the spooky, Halloweeny spectrum rather than graphic bloodshed and other garish grotesqueries. Its effectiveness as a horror game relies mostly on the graveyard atmosphere and the dimness of the mansion’s narrow corridors. Think Abbott and Costello meets Resident Evil in which goofy characters interact with the horrors of a haunted house, playing with the traditional horrors with a sense of levity. Only in this scenario, Abbott (Mario) is trapped somewhere in the enormous estate and Costello (Luigi) must face his fear of the dark and what might be lurking in it to save his other half.

The Resident Evil comparisons are more substantial than just noting that the main setting is a decrepit, cobwebbed-covered manor of the damned. The way in which Luigi progressively unlocks each room in this estate truly apes Capcom’s survival horror franchise. From the foyer behind the front door, Luigi will be lucky to find one entrance that isn’t locked. Progression in Luigi’s Mansion is one series of keys after another, with uncovering one pointing out the specific door in which it is to be used on the amusingly referential PDA modeled after a Gameboy Color. I guess the last generation’s handheld model looked more practical rather than the vertically-held GBA. Because every key only unlocks one door, Luigi’s Mansion is not as richly non-linear with its progression compared to Resident Evil. While I’m slightly disappointed that the game does not feature the same caliber of level design as a Resident Evil game, I can forgive it because it might have been confusing for the average Mario fan. Exterminating all of the ghosts in a room and having the lights come back on (although I highly doubt the presence of the ghosts is diluting the electric energy in an unoccupied old building) to signify completion is adequate enough. The hallways of a floor will not reilluminate until the boss of that floor is defeated, which is fine for the first two. However, the later game felt it necessary to have Luigi restore the basement and third floors simultaneously which resulted in giving Luigi’s calf muscles a workout and causing me to groan with growing tedium. It wouldn’t be too illogical to put an elevator in this place, considering that there is a source of electricity as well!

To rid the ghosts of Luigi’s new piece of property, eccentric old scientist Elmer Gadd (or E.Gadd) grants him the use of his Poltergust 3000 contraption to suck in ghosts and store them in its chamber. He’d probably do it himself, but he’s a bit frail if his introductory cutscene is any indication, so he’ll splendidly fill the role of Luigi’s mentor for the duration of the game from a comfortable distance in his laboratory shack on the mansion’s front lawn. Was it Ghostbusters that popularized the trope of dispatching ghosts with this common household apparatus? Just to clarify, Peter Venkman and his crew did not use actual vacuum cleaners to scrub up the New York streets of its paranormal ghouls. Egon’s proton pack that generated beams of energy merely resembled a vacuum cleaner in its physical design and was carried around like one. I have to make this clear because E. Gadd’s Poltergust machine is just a modified vacuum cleaner with as little restraint on the suck function as possible, practically weaponizing a cyclone. Nevertheless, it’s Luigi’s means of defense against what goes bump in the night and in this context, it's a party of multicolored ghosts. The common ghost enemies are apparently artistic products of a phantom painter residing in one of the mansion’s many expanses, which explains why they are so goofy-looking. They’ll pop out and startle Luigi with an open-mouthed expression of mischievous joy and will stop dead once Luigi shines the flashlight on their heart-shaped soul. Once exposed, that brief window of paralysis is Luigi’s scant opportunity to rev up Poltergust, but the ghosts won’t go down that easily. The game’s “combat,” for lack of a better term, is the struggle between the ghost and fitting it into its airy confinement. Every exposed heart is given a multiple of ten, and Luigi must pull back on the control stick creating friction for the ghost who is frantically flying around the room in agony. The process is less cruel than it sounds, I think. The connection between the stream of violent air and the ghost can get interrupted if the frenzy causes Luigi to collide with something, or if he bumps into a poison mushroom that they drop from above which shrinks him for a few inconvenient seconds. While the process might get repetitive after completing a couple of floors in the mansion, and the alternate elemental settings are mainly used for traversal and a few ghosts, admiring the refreshing uniqueness of this mechanic never falters.

Luigi’s Mansion does not provide puzzles via traversing through the eponymous setting, but this doesn’t mean that the player’s headspace is allowed to be as dim as the mansion’s interior. Facing the bigger ghosts with human physical phenotypes, the “bosses” of Luigi’s Mansion, involve some consideration when disposing of them, for they are wiser to hide their hearts from view than the common goons. All of the inhabitants of the house were once paintings found hung up as exhibits in the mansion’s gallery, but have been reanimated as wispy figures of their corporeal selves. I do not know whether all of these people resided in this house at the same time and perished by some ironic, Bunuelian curse of the upper class or a painting equals another death in a long line of residents, but spending their afterlives here is unwelcomed by Luigi who must restore them to their rightful place framed in the gallery. Figuring out how to make these ghouls vulnerable is usually a one-step procedure, but each ghost requires something completely different from one ghost to the next. A favorite of mine is Chauncey the Baby because the idea of a baby ghost is genuinely disturbing, and the arena-sized battleground of his crib during his encounter, while he pelts Luigi with his infantile possessions, is hauntingly surreal.

As a reminder that Luigi’s Mansion is still somewhat attached to the Mario brand, the game implements a number of collectibles beyond the various keys. Given that the setting used to be a symbol of wealth and extravagance, a smattering of currencies seeped into the crevices of every corner of the mansion, ranging from coins to some gleaning gemstones. Even the more formidable ghosts drop pearls while they’re grasping for freedom while being sucked up, so you know they were loading while living. The accumulated amount of all currency is totaled up in the lab after a major boss, but earning all of it amounts to no reward to speak of. A future trip to Vegas for Luigi? Another connective implementation to the mainline Mario series that would be remiss to be omitted in a game revolving around spookiness is the Boos, everyone’s favorite shy floating marshmallows with beastly teeth from the Mushroom Kingdom. Here, they are not mingled with the game’s original ghostly creations. Fifty of them are hidden in the walls and using the radar on the Gameboy Horror, Luigi must knock on their places of hiding to reveal themselves. Either that or Luigi can also hump the object to suss out their locations, which is probably the most unsettling sight in the game. This is why you’re not mascot material, Luigi! The Boos all have large numbers attached to them and will scurry away because the suction isn’t as tight for some reason. Switching from room to room in pursuit of these Boos just to dwindle an eighth of their resilience down was not an amusing task.

I started ignoring the blinking radar of the Gameboy Horror until I learned that catching the vast majority of the Boos was required to finish the game because of course they are. A Giant Boo boss battle on the roof knocks out twenty of them, but Luigi will still have to endure the collection process for at least twice the amount. I suppose King Boo, the main antagonist of the game who has Mario trapped in a painting under the well as his proud prized possession, only considers Luigi as a threat when he’s snatching up ghosts of his own kin. When Luigi captures at least forty Boos, it’s time to confront King Boo in his underground chamber. Unless the player pays attention to the mystic ravings of the fortune teller, Bowser will be a surprise as the game’s final boss. However, this is not the collaboration of two kings working in the interest of taking down Mario. The Bowser that stands in front of Luigi is some sort of life-sized skin model of Mario’s mortal nemesis, complete with all of Bowser’s attributes like fire spitting. I don’t know what is more subtly unnerving: King Boo popping out of Bowser’s detached head when Luigi shoots a spike ball back at him, or the middle section where Bowser blindly stomps around because his head is attached backward. All of this combined with the hellish arena that surrounds Luigi makes for a tense and challenging climax, which then results in reverting Mario back to his physical form using E. Gadd’s convoluted device to revert Mario back to his physical form with Luigi laughing at how slapstick the process is. One might gasp at Luigi’s schadenfreude but considering how many adventures that Mario has taken sole credit for, I think Luigi is allowed to relish in his newfound glory as the top dog for once. Who’s the bitch now, Mario?

Luigi’s Mansion was an exciting prospect for many reasons. Gaming’s most infamous secondary hero is finally granted a well-deserved time in the limelight of a new IP that travels over unpaved territories not only for Mario but for any of their properties. Luigi’s Mansion makes the mature survival horror genre its own by sifting its properties through the accessible Nintendo filter, twisting the mechanics and the graphic content into something digestible for Nintendo’s wider audience. Still, the game has its fair share of scares all the same. Maybe the game would’ve been appreciated at its release only if fans weren’t expecting to hop around as the red plumber we’re typically used to seeing upon purchasing a Nintendo console. But really, an odd game that disappointed fans with its unpredictability is the perfect way to commence the life of the Nintendo system that was synonymous with surprises.

Thursday, October 26, 2023

The Last of Us Review

 (Originally published to Glitchwave on 10/20/2023)














[Image from glitchwave.com]


The Last of Us

Developer: Naughty Dog

Publisher: Sony Interactive Entertainment

Genre(s): Action Horror

Platforms: PS3

Release Date: June 14, 2013


Oh, how I loathe The Last of Us. Harsh words for a game that I just played for the first time ever which is also considered to be a shining exemplar for the gaming medium, I realize, but I stand firmly on my negative stance with full conviction. I am of the vocal minority of gamers who left The Last of Us feeling cold, distant, and underwhelmed; followed up by pangs of disgust and confusion at the fact that the general critical consensus did not vindicate our lukewarm experience. It’s not a matter of failing to understand the appeal of The Last of Us because the game is a post-modern slew of radical innovations in the gaming narrative. We fully understand why The Last of Us is as well-regarded as it is, and the thought of its sweeping acclaim makes our collective blood boil over and bubble like molten lava. However, I need to clarify that the animosity for The Last of Us does not stem from the public blindly celebrating an objectively flawed game. I fully trusted that The Last of Us was a competent and agreeable experience before playing it because the game’s industry wouldn’t be showering it with almost unanimous accolades if it faltered on that aspect. I don’t harbor contempt for The Last of Us because the game is a disastrous abomination in interactive media, but for how its massive success and messianic status are indicative of a prevailing issue in the modern gaming climate.

Why does this so-called “masterpiece” that has received an outstanding flux of adulation over the past decade inspire such passionate feelings of rancor in me? Well, I don’t mean to come off like a snob (as usual), but I’m a gamer who likes playing video games. I’ve expressed my relative discontent with the seventh generation of gaming from roughly 2007-2013 countless times before, for it's an era synonymous with video games using their graphical and mechanical advancements to compete with the film industry. Many of the era-defining titles during this generation trimmed that dividing line between the two mediums to the point of hanging by a flimsy little thread of discernibility. It almost seemed like gaming was gallivanting around in film’s skin, reaping the praises the older visual medium was once and should ideally still be garnering until gaming shut film out of existence like a shapeshifting cosmic entity. The film industry theoretically shouldn’t worry about gaming’s growing ubiquity in the entertainment landscape, for both mediums satisfy two different artistic itches with their distinct meritorious strengths. However, upon seeing the success of The Last of Us and other games of its ilk that have achieved great praise for emulating the film’s cinematic properties, I wouldn’t blame the film industry for raising a concerned, suspicious eyebrow one bit. Sony subsidiary developer Naughty Dog, a studio whose previous works molded my love for the gaming medium (Jak and Daxter plus Crash Bandicoot to a lesser extent), redefined themselves as trailblazers in developing some of the generation’s most prestigious cinematic video games of that generation. Their Uncharted trilogy on the PS3 came first and was (unjustly) showered with high praise, but their 2013 game The Last of Us is a monolithic behemoth of laudation that transcends any and all credit given to any Uncharted title. My discrepancies pertaining to these cinematic video games are that they are like ordering a steak well done; it’s still the same delicious piece of meat, but all of the substantial flavor and fleshy texture has been sizzled to oblivion. Why not eat something else at that point? I don’t judge someone if they want to order their steak in this fashion, but grievances arise when the majority of people claim that well-done steaks are the best way to cook a cow knowing full well they’ve never bothered to try a bloodier strip out of the fear of contracting E. Coli and other food-related bacterial infections. What exacerbates my irritation is when the cultural mandarins feed off the sentiments of public opinion and meld the overrated title into the video game canon with the all-time greats that are more exemplary of the medium’s actual merits. Either that or the success of The Last of Us affirms my theory that mainstream video game journalists are nothing but glorified tech reviewers, approaching games like pieces of hardware and assessing them on their objective performance. My (hypothetical) Apple Watch should operate adequately as advertised, but no stronger emotions other than content satisfaction will resonate with me after I’m finished toying with it for the day, unlike a work of art. Actually, emotion is the crux of substance for The Last of Us, the facet of its cinematic performance that resonated with everyone who praised it and what surprisingly struck a chord with me once I gave The Last of Us a fighting chance.

At least The Last of Us knows what it’s doing from a cinematic standpoint, and this is evident from the game’s prologue. The events that promptly establish the conflict and tone for the duration of the game use an “adrenaline hook,” a term of my own creation defined by reeling the viewer into the story with high-stakes action and suspense. The atmosphere is content in the Joel Miller household located in the rural outskirts of Austin, Texas, where his adolescent daughter, Sarah, gifts him a watch for his birthday, and he banters with her on how she scrounged up enough money to afford it. This humdrum tranquility is forever upset when Sarah gets a call from her uncle Tommy, Joe’s younger brother, who panics over the phone as if the world is about to end. Little do these characters know, his frantic mood is actually a precedent for the duration of the game. Puffy spores from mutated Cordyceps plants have sprouted all over the nation, and the malicious effects of the airborne toxin they excrete have transformed a substantial percentage of the population into wild, inhuman monsters who scream and growl as they scratch and bite their victims in a savage frenzy. The infection will also spread to those who have sustained physical lacerations from one of the monsters, which means that the premise of The Last of Us is Zombie Movie 101. Joel’s process of getting the hell out of dodge with his brother and daughter goes awry due to the chaos ensuing from the zombie pandemic all around, so they are forced to escape the plague on foot. This slower method doesn’t work either as Joel is accosted by a military SWAT member on the charge against the outbreak, opening fire on Joel and Sarah on orders from a higher-up. Tommy subdues the soldier and Joel is unscathed, but Sarah is fatally shot and dies in Joel’s crestfallen arms. We’ve seen this zombie outbreak premise catalyzed in this way several times before, especially in the era of the cultural zombie craze when The Last of Us was released. Still, the pacing that coincides with the dichotomy of normal peace with the explosion of zombie pandemonium makes the tragedy that ensues an effective gut punch.

We do not witness how Joel grieves with the enormous loss of his only child, for the screen turns black and transports us twenty years later after that fateful night. Joel is only marginally greyer, but his demeanor along with the lengthy timespan that has passed suggests that he’s far more grizzled. A facet of The Last of Us’s zombie outbreak premise is the grim, irrevocable tone of such an epidemic. The state of the world has only gotten worse since it began two decades prior, and now it is in apocalyptic ruin. Buildings erected to serve as mankind’s architectural backbone are now ghosts of the society they were meant to support, and now they’re lofty equipment pieces of a dilapidated playground where the remaining humans play deadly games of hide and go seek for survival. The roads are fractured by gaping fault lines and finding a car whose battery and engine haven’t been frazzled to the point of no return is like finding a unicorn. The parasitic spores have crumbled society as drastically as a collapsed Jenga tower, and the damage done is impossible to amend. The untouched wilderness in every cityscape's background is beautiful, but the sight is ultimately bogged down by the urban decay in the foreground. It would be an awe-striking scene where one could bask in the still melancholy if not for the constant screeches of the infected and the whizzing bullets from the military. I usually chastise the visual murkiness in Triple-A titles of the seventh generation, but The Last of Us is one exception where a depressed tint is apropos to the depleted landscape.

The epidemic has vastly spread throughout the world over the two-decade period, and so has our protagonist Joel. This statement is affirmed by the fact that Joel now resides thirty hours away from his hometown of Austin to Boston, or at least the remnants of the New England metropolis as it’s just as destitute as anywhere else in the country. We have no idea how Joel has survived for twenty years or how he ended up on the opposite latitudinal end of the USA, but the conversations between him and a woman he’s affiliated with named Tess grant us some context of his current situation. Joel is now a smuggler who sneaks in contraband and a bunch of other elicit objects of interest past military-sanctioned lines to trade for even more risque rewards. Their rightful shipment of guns has not been properly transmitted to them for compensation, so Joel and Tess venture outward to get to the bottom of this mishap.

This early section with Tess is the game’s tutorial mode where the player should become acclimated to Joel’s gameplay mechanics, and one of them is crafting. Because the capitalist economy collapsed when the outbreak escalated by proxy, obtaining goods and services is no longer a one-stop shop convenience. Everything in this post-apocalyptic world is scant, which means that it is wise to conserve every resource that Joel scrounges up from off the ground. Ammunition for the various firearms in Joel’s arsenal is a given, but vacant households and former civic centers also have nifty tools strewn about that are essential to any emergency survival scenario. Despite the usefulness on their own merits, it’s the makeshift mingling of these items via the crafting menu that is going to prove vital to Joel’s well-being. For example, the combination of duct tape and one leg of a pair of scissors melds together to form a shiv, which can be used to force open locked doors and quickly dispatch an enemy from behind. Certain chemical properties of sugar mixed with packs of fertilizer combine to create smoke bombs, and Joel can stick a blade or two to that concoction which makes a deadly nail bomb. Alcohol, rags, and a strip of tape can craft Molotov cocktails, but those same materials are also needed to make medkits. Joel will occasionally find these to patch up his wounds on the field but does not rely on seeking them out and focusing on burning the scourge to a crisp in a glassy, fiery inferno. Materials for all of these tools are conspicuously found if the player even does a minimal amount of excavation off the beaten path, so Joel should never be unprepared to deal with the legions of enemies the apocalypse has created. It also helps that Joel comes about an eclectic smattering of firearms on his journey, ranging from the handgun and shotgun staples to a flamethrower and even a bow and arrow.

Of course, the amount of ammunition for any of Joel’s guns rarely surpasses single-digit quantities, so the wisest approach is to dispatch enemies by being sneaky. What I didn’t expect from The Last of Us was the emphasis on stealth and survival gameplay. Similarly to Uncharted, factions of enemies will be crowded around a relatively open space on the lookout for any undesirables, namely the protagonist. Obviously, these armed men will proceed to open fire on Joel if they catch a glimpse of him, and the game will then transition into a cover-based third-person shooter. Unlike Nathan Drake who exists in a Naughty Dog depiction of real-world modernity (albeit as a rambunctious action-adventure flick) where ammo is plentiful, the deprived Joel must make every bullet count, and the sparse amount of them is sometimes not enough firepower. This is probably because I set the game to “hard” difficulty after learning from playing four Uncharted games that Naughty Dog downscales the “normal” difficulty for noobs, but shooting a man between the eyes will somehow not stop him dead in his tracks. Therefore, using the element of surprise is paramount to survival. Years of evading the horrors of the post-apocalypse have sharpened Joel’s senses to the point of having sonar-like bat hearing, which is displayed as the player seeing silhouettes of enemies walking about while being obscured behind a wall. Using this to his advantage, Joel can tiptoe up to his target and either snap their necks in a sleeper hold or quickly stab them in the neck with a shiv like disposing of a prison snitch. It should be noted that humans and infected should be approached differently, as humans have a keener sense of sight while the infected rely mostly on sound. The creepy, ravenous “clickers” and the disgusting, apex-of-the-infection “bloaters” have been rendered completely blind by their advanced affliction, so Joel can quietly waltz past them and save his resources for more observant foes. It should also be noted that Joel is rather vulnerable when he’s in the spotlight of conflict because his aim with any gun is shakier than a blender and he reloads his gun like old people fuck. On the spectrum of the survival horror protagonist, from the kickass boulder punchers from Resident Evil to the hapless schmucks from Silent Hill, Joel ranks somewhere in the middle. Because Joel’s battle prowess is confined by inherently human capabilities, it’s best to put some consideration to any conflict.

For the rinse-and-repeat nature of the enemy encounters, they are all refreshing juxtaposed with the other gameplay mechanics on the field. I’m not implying that the repetitive combat becomes invigorating once again after a prolonged break, but only because traveling across the shattered American plains is mind-numbing. Without the breaks of action in between, I’d definitively umbrella The Last of Us in the category of “walking simulator” because that's a clear estimation of the gameplay. The Last of Us forgoes the parkour platforming found in Uncharted, for Joel is an emaciated middle-aged man with crippling joint pains. Puzzles are also omitted because they wouldn’t fit the rationale of the once-bustling city streets as opposed to encountering these thinking challenges while spelunking in the arcane crypts as Nathan Drake. Occasionally, Joel will need to cross a gap or reach a high ledge which requires some semblance of thought to proceed, but it simply boils down to grabbing a nearby ladder or a portable dumpster as a solution to every obstacle. Sounds riveting, doesn’t it? Truthfully, if these sections required any more effort from the player, the game would probably risk alienating the broad audience it desperately wants to cater to. However, I still fail to understand why anyone, experienced with video games or not, would be enthralled by gameplay so effortlessly simplistic. For a gamer, it’s naturally equivalent to watching grass grow but even for someone who doesn’t normally play video games who ideally wouldn’t be turned off by the simplicity, why wouldn’t they just watch a film? Why would they seek an alternative visual medium if the differences are only minimal? Is the notion of an interactive film really that novel? The Last of Us skates by offering only the absolute bare essentials of gameplay mechanics, and it’s the source of my core discrepancy with the game’s overwhelming glory. One could argue that the hiking trail that is The Last of Us’s gameplay is intentionally serene and the player is intended to immerse themselves in the tranquility but if this were the case, why would the game constantly interrupt that stillness with barrages of monsters and military men? Naughty Dog has shaved the gameplay beard down to total nakedness, and the stubbles it has left behind hardly constitute facial hair.

Actually, I have a definitive explanation as to why The Last of Us gets away with its facile gameplay mechanics, and the reason is why I came to tolerate a game where all I was accomplishing was pressing the analog stick upward with little instances of deviation. While I was moving Joel around the American wasteland, what kept me from utter boredom was the character interactions that were progressing The Last of Us’s narrative. My precognition on The Last of Us’s mechanics was affirmed to be correct, but what I didn’t count on was being enraptured by the story that the gameplay was flimsily supporting. With this, I understood the appeal of The Last of Us and why it is widely commended.

The overarching task assigned to Joe on the streets of Boston is to trade a special package to the Firefly resistance group for the misplaced shipment of guns. What is this vital piece of contraband? A fourteen-year-old girl named Ellie, who is well acquainted with Marlene, the commander in chief of the bug-themed militia Joel and Tess are trying to appease. What is so special about this adolescent girl? Well, she’s been bitten by an infected and hasn’t succumbed to the damning effects usually associated with spreading a biological scourge and only sustains a ghastly rash on her right arm. Marlene believes that her incredible immunity is the key to discovering a vaccine for the virus, so it is of great importance that Joel escorts her to the headquarters of her group unscathed to research her and conduct surgery if needed. The only problem is that the Firefly’s place of operations is at least two time zones away from Boston, so Joel must acclimatize himself to having a teenage girl in close proximity to him for two thousand miles, traveling mostly on foot. Do not fret, for Marlene dumping Ellie off on Joel is not an instance of the game pulling the comfortable wool rug out from under the player, igniting a harrowing escort mission like the second half of Silent Hill 4. Ellie was born into societal devastation and madness, so she’s perfectly accustomed to dealing with the products of the plague despite her age. She’s invulnerable to all enemy fire and feral zombie gnashing, and even chips in with giving Joel items and ammunition from time to time.

While Ellie does not annoy or inconvenience the player at any point, the same cannot be said for Joel. He’s not all that enthralled by the prospect of delivering this girl to the other side of the country via a process that’s slower than snail mail, as one could reasonably imagine. Given that he’s an all-American, red-blooded male cut from the same masculine cloth as Ron Swanson and she’s a vulgar and excitable young lady who is young enough to be his daughter and then some, their personalities don’t quite mesh. However, this dichotomy between them is the basis of their chemistry as characters. Joel is as stern with Ellie as he would be with Sarah in this situation, although it’s difficult to say whether or not Sarah would’ve been as defiant with Joel’s wishes and demands as Ellie is. One altercation between them gets so heated that Joel has to explicitly state that Ellie is not his daughter, alarming the player into thinking that Joel would commit a heinous act against Ellie as opposed to a young girl he has an unconditional love for. When they bicker, the dramatic tension is palpable, but it just makes the lighthearted moments between them like driving out of Boston in a car obtained from the insufferably churlish smuggler Bill and Ellie curiously asking Joel about the times before the epidemic all the sweeter. They’ve got a long way to go together, so they’ve got to get along at some points to survive not only the hazards of the fallout but each other as well. Also, the voice actors deliver Joel and Ellie’s lines fabulously.

Eventually, as one would anticipate from Joel and Ellie’s relationship dynamic, she starts becoming his surrogate Sarah. After the aforementioned tense pivotal scene, Joel ultimately doesn’t dump Ellie off as his brother Tommy’s responsibility and decides to finish what he started. Once he makes this decision, his rapport with Ellie improves as she no longer is treated like an annoying burden. While their relationship has delightfully improved, Joel getting impaled on a piece of fallen railing after a scuffle on the campus of the fictional University of Eastern Colorado seems like a turning point where Joel has been prematurely erased from the Ellie escapade equation. This change seems dreadfully concrete when the “Winter” chapter begins and Ellie is hunting for food in a snowy lakeshore forest by herself. During this task, she comes across two scavengers named David and James and fights off a hoard of infected with the former of the two men. While David initially seems friendly like he’s going to jump in Joel’s shoes as Ellie’s protector, he starts antagonizing Ellie once he reveals himself to be the leader of the group that attacked her and Joel at the university and he’s out for retribution against them. His group is also cannibals, which heightens the suspense that Ellie is in grave danger. Fortunately for Ellie and the narrative, Joel is resting his stitched wounds on a mattress on the cold basement floor of a safe house. Even though his condition is bad, the notion that Ellie is in danger prompts him to spring into action in the frigid haze of a Colorado winter with David’s rabid cannibal goons everywhere. Like George Romero’s Day of the Dead, The Last of Us implies that in a hectic world full of monsters, humans are still the most monstrous creatures of all, conveyed through Ellie’s diner duel with David where he’s shed the polite facade and has fully embraced his true maniacal, sadistic nature. When Joel reconvenes with Ellie after she is traumatized by what she just experienced with David, he wraps his arms around her like a big cuddly bear and calls her “baby girl.” It was at that moment when Ellie was no longer being taken care of by Joel out of obligation but by pure affection. The end of this hair-raising chapter was when I became totally invested in the characters and their story.

The “humans are bastards” theme is but a slight motif across The Last of Us. The game’s core theme that I have deduced is preservation in dire circumstances and how it conflicts with the greater good. Throughout the game, many human characters have had to sacrifice what they cherish even if the result is soul-crushing. Tess, Joel’s original partner, doesn’t want to reveal her new infection and only does when Ellie exposes her. As a result, she lets herself get gunned down by the pursuing military before the infection takes over her brain. The African-American brother duo of Henry and Sam who partner up with Joel and Ellie when they’re stranded in Pittsburgh share a bond tighter than knotted rope. Yet, when Sam is infected and starts attacking Ellie, Henry shoots his little brother square in the head, devastatingly killing himself immediately afterward not being able to cope with what he had to do. But the point is, he still did it because he knew it was the correct course of action. It seems like the only way to prevent oneself from being a bastard in times of zero hope is to improve the future which boosts humanity’s morale. This is a moment of clarity that every moral character in The Last of Us eventually comes to. One would expect Joel to follow this altruistic pattern considering he’s the game’s protagonist, right? After finally locating the Fireflies in Salt Lake City and embracing his father-daughter dynamic with Ellie, Joel is an eager beaver prepared to finish the mission and spend his days spending time with Ellie in his brother’s fortress in Wyoming. His twenty-year trauma which he thinks has been healed through Ellie is dreadfully tested when he learns that Ellie’s operation to create that vaccine will kill her. Unable to bear the pain of losing her like he lost Sarah, he breaks through the facility's defenses and carries an unconscious Ellie out of the operating room, paralleling the opening sequence with Sarah. Marlene tells Joel that dying for a noble cause would be Ellie’s wish, and she’s not bullshitting him. Still, Joel fully knows this and murders her for getting in the way of his wishes. With an awakened Ellie expressing feelings of unease about not going through with her destiny, Joel feeds her a line of lies to assuage her concerns, even if it’s really just gaslighting for his own benefit. The fact that this was Joel’s decision is not surprising. He’s been through twenty years of hell, and it all started when he lost the most important person in his life at the very start of it. He even gets the impression that trauma is a dick-measuring contest where nothing anyone else has experienced in a barren world defined by loss even compared to what he was forced to endure. What is surprising is how the narrative has made us all disgusted and ashamed of the man whom we’ve been rooting for the entire game, almost shifting into the game’s core antagonist for committing the most deleterious act of self-preservation. Yet, while taking the honestly sorrowful events of his past into consideration, he’s still a sympathetic character, albeit garnering pity rather than genuine sympathy. I was appalled.

If I am to be so bold, I declare that The Last of Us is the ultimate Uncle Tom in gaming. The Last of Us sheds a sizable chunk of its innate video game makeup to please the so-called high arbiters of art, embarrassed at how it will be perceived by them if it flaunts its true nature. Because The Last of Us goes down smoother than strawberry yogurt, it gets a pass from the snooty cultural elite as “one of the good ones.” It gets the privilege of being compared to Hollywood films, but they will never accept it as one of their kind no matter how hard it tries. How do I know this? One of the various kernels of The Last of Us’s success is a television series, a faithful adaptation of its video game source material. Google the title of the game and you’ll get nothing but the TV show until the fifth or sixth result, even though it aired the year I’m writing this review and the game is a decade old at the point. Isn’t this further proof of how attempting to fraternize with film as a “degenerate” piece of media is only doing harm to gaming instead of helping it reach a standard of mass acceptance? Considering how the gameplay of The Last of Us is shallow and tedious, perhaps the exquisite story it presents is better off as a TV series. Still, there are video games that achieve strides in artistic innovation that are far more deserving of a patron saint status for the medium even if they aren’t as well-known by the public, even some of The Last of Us’s seventh-generation contemporaries. After what I’ve said, I still can’t believe that I’m curious to see what unfolds in the sequel. Perhaps I’ll watch someone play it on the internet instead of experiencing it firsthand, kind of like a television show.

(Originally published to Glitchwave on 11/7/2023)





















[Image from igdb.com]


The Last of Us: Left Behind

Category: DLC

Release Date: February 14, 2014


Extrapolating on the lore of The Last of Us isn’t really something I think is necessary. The game doesn’t hide too much from its audience in terms of its character’s backgrounds that fuel their personalities and role in their calamitous situation. If it did, the game probably wouldn’t be as lauded as it is, but I already drained all the possible vitriol I have for this game while discussing the material in the base game. This is why Left Behind, the additional downloadable content campaign for The Last of Us, feels more like an opportunistic draw to light another match on the roaring hot flame that The Last of Us created rather than filling any holes in the narrative mold for artistic purposes. Nevertheless, Naughty Dog found it imperative to give the players a closer glimpse into Ellie’s past in Boston before meeting Joel and the period of the base game in Colorado where Ellie is nursing a wounded Joel back to health.

Ellie controls the same way she did the base game here in her solo DLC campaign. She’s physically weaker than Joel in both offense and defense on account of her being an adolescent girl who is still growing (but is probably devastatingly malnourished). However, she compensates for her lack of strength with her youthful scrappiness, making the stealth sections easier by simply plunging a blade into her enemies quickly as opposed to the struggle of snapping their necks that Joel performs. Left Behind features zero new weapons, so the player should already be an Ellie expert for their time playing as her in the main game. I argue that the developers should’ve introduced at least one new tool to use against the hostile elements that exist around them, but perhaps it would’ve been nonsensical for Ellie to find a new contraption just to abandon it when the DLC circles back around to the events of the base game.

Left Behind alternates between the relatively recent past before Joel met Ellie and the present predicament of finding Joel medical supplies so he doesn’t bleed out on the cold mattress he’s lying on and leave Ellie on her lonesome. The relevance between the two periods of Ellie’s life is that the past section highlights the last moments she spent with her dear friend (and potential lover) Riley. Riley is summoned by Fireflies leader Marlene to join her on a mission elsewhere outside of the Boston area, so she treats Ellie to one last hurrah of fun in an abandoned shopping mall before she parts to serve the resistance. Either that, or the joyous atmosphere she’s creating for her and Ellie is an attempt to make Ellie beg her to stay so she’ll have a reason not to leave. Using their imagination to reignite the neon sparkle spectacle of a pre-apocalypse shopping mall, the girls have a grand ol’ time together. That is, until they accidentally provoke a horde of infected by playing some music a little too loudly, resulting in both of them getting bit and waiting out the inevitable like MacReady and Childs in the Antarctic. While Left Behind doesn’t add any weapons or tools, the lighthearted gameplay mechanics used during the various sections with the squirt gun battle and Ellie revisioning a boss battle in a defunct arcade fighter with the button combinations are fairly fresh and enjoyable.

Riley being bitten by an infected person is not a shocking gut punch of a conclusion, but that is not the intention. Ellie has mentioned that Riley was one of her fallen comrades at the end of the base game, so those who are crushed by Left Behind’s ending were not paying attention. The purpose that the contrasting sequences have is to showcase that Ellie hurts as much from the effects of the spore infection as Joel does and that she is as afraid of losing him as he is her. The girl’s camaraderie in the most mirthful moments The Last of Us offers is actually infectious, putting the hidden beauty of the apocalypse into a perspective that was not apparent in the base game. We jump back and forth from these cherished memories to times of trouble not only to present a dichotomy between the pleasant past and the perilous present, but how Ellie desperately does not want to endure the tragic pain of losing someone close to her again and is emotionally prepared for the worst case scenario because of it. It makes us respect her decision at the end of the base game even more and resent Joel at the same level for his.

Like the base game it stems from, The Last of Us: Left Behind succeeds on its narrative strengths while neglecting the gameplay. All it offers is character development for the deuteragonist by letting us become privy to her tragic struggles we’re already aware of and not much else. The few quirky moments in the mall slightly mix in some unfamiliar elements, but the game treats these sections as flippantly as the girls do by flatlining the stakes of them. Considering this DLC did not come as a free extension at its initial PS3 release, I’d feel ripped off if I paid for this paltry piece of content (I have the remastered version on the PS4 where Left Behind is included for free). I guess the conclusion is to simply watch all content involving The Last of Us for its full effect. Hey, it seems like what Naughty Dog wants.

Wednesday, October 18, 2023

Resident Evil 2 Review

 (Originally published to Glitchwave on 10/12/2023)














[Image from igdb.com]


Resident Evil 2

Developer: Capcom

Publisher: Capcom

Genre(s): Survival Horror

Platforms: PS1, N64, PC, Dreamcast

Release Date: January 21, 1998


Despite how groundbreaking the first Resident Evil was in 3D game design and in popularizing the survival horror subgenre, something still wasn’t right about Capcom’s landmark horror creation. But what? What are the early trappings of the Resident Evil franchise endemic to the first release that grants its borderline rough draft reputation? My diagnosis is that all of Resident Evil 1’s elements were a little too uneven. Resident Evil’s series formula is a mix of a moonlit graveyard atmosphere, uncomfortable claustrophobia, and a tongue-in-cheek camp value with a body horror biological infection as its thematic nucleus. All of these attributes were certainly present in the first Resident Evil game, so the game is not so primitive that it predates the established tropes we’ve come to associate with the series. However, like a cocktail, there needs to be a nuanced blend of the ingredients in order to make the drink tasteful, and the first Resident Evil didn’t quite shake and stir them all to coalesced perfection. The atmosphere tottered throughout the Spencer Mansion, and the game added far more than a light splash of campiness. I don’t think I have to remind everyone of that whole “Jill Sandwich” situation because that line seems to stand as the most noteworthy thing from the first game. It should be an indication of how the first Resident Evil has aged, and the disputable king of the horror genre should not take this mockery sitting down. While the first Resident Evil was an early game on the earliest of 3D video game consoles, I do not think the series needed to sit in limbo to finally flourish on an advanced system released subsequently in the near future. The game’s graphics, admittedly as blocky as they were, did not factor into the first game’s follies as much as one would guess. Resident Evil 2, a direct sequel on the same hardware as the first one, proved that all of the other presentational attributes were the valves that needed to be tweaked, and out came one hell of a survival horror experience.

What is the extent of Resident Evil 2’s direct sequel status? Well, the events of Resident Evil 2 occur only two months after those of the first game. The initial source of deviation from the first Resident Evil is that its playable characters have hit the road, both figuratively and literally. Chris and Jill have gone backpacking to Europe to extend their conquest of taking down the international factions of the Umbrella Corporation. The former of the first game’s intrepid zombie hunters apparently forgot to inform any close friends or family members about his overseas adventure like the meathead clod he is, so his little sister Claire is worried sick about him. The anxiety about her older brother’s whereabouts is so severe that Claire rushes to the brink of the new T-Virus zombie contagion running rampant on the streets of Raccoon City, the metropolitan area where the S.T.A.R.S unit was founded. Meanwhile, rookie cop Leon picks the absolute worst day to join the Raccoon City police force, as he is stuck in the city’s precinct as the sole surviving team member of the police department trying to evade his would-be mentors who now want to sink their teeth into his warm flesh. Not even those who joined the Boys in Blue during the LA riots jump-started their careers under circumstances this nonideal. While the new protagonists in this Resident Evil sequel are still stacked with armor and weapons galore, the narrative context of both Leon and Claire being untrained amateurs in the heat of a pandemic evokes a better sense of fear and dread than with the seasoned supersoldiers in the previous game.

The first Resident Evil was rougher than unpaved concrete, so the sequel was ideally ripe and ready to potentially offer a plethora of quality-of-life enhancements like any worthy sequel should. In fact, improving on all of the erroneous aspects of the first Resident Evil’s foundation was so plainly obvious to anyone that not improving upon them would be an act of blatant sabotage on the part of the developers. Fortunately, Capcom did not poke holes in the Resident Evil raft in order to sink it and delivered on what was expected of them. For those of you who were put off by the hazy polygonal blemishes that rendered the visuals of the first game, all Capcom needed was more time with Sony’s debut 3D system to smooth over the jagged edges. The character’s mouths are still unnaturally sewn shut when they talk, but at least the characters uttering the lines of dialogue no longer resemble blurry Stretch Amstrong toys with clothes painted on them. The FMV craze of the mid-90s has thankfully bit the dust, so the cutscenes are now intertwined with the general graphical display. Foregrounds look far more realistic and blend together better for a more cohesive visual look. This improvement is the greatest source of satisfaction for me because the amount of unnaturally bright lights in a number of the Spencer Mansion rooms, namely the foyer, sullied the ominous horror atmosphere at times. Here, all of the foregrounds are lit appropriately throughout. I’m convinced the tedious door-opening sequences that subtly function as loading screens could not have been rectified because it's an intrinsic handicap of the PS1’s hardware, so I’m still stuck suffering through every long-winded door creek to progress through the game. Tank controls persist to further solidify their placement as a mechanical staple of the survival horror genre, and at least the character’s joints have been oiled even if controlling them still carries that clunky robotic stiffness. Other refinements to Resident Evil’s presentation are the zombies flinching upon being shot at like their muscle reflexes haven’t atrophied quite yet, and the pitiful limping the protagonists will do when the zombie bites start to take a toll on their health. These improvements might seem miniscule, but it’s still an integral fraction of Resident Evil 2’s strive for realism. Or, at least, a reasonable standard of realism for an early 3D game on the PS1, in which RE2 certainly surpasses the first entry on that merit. As for the voice acting, it’s not exactly on par with a Hollywood animated feature or anything, but the pronounced emotion in the dialogue with fewer cringe-inducing lines in the script can ensure that the player will be laughing less often at a game that is intended to make them scream (or at least startle them).

But do all of these refined touches make the Resident Evil experience a more frightening one? The consistent array of dimly lit corridors evokes a fittingly eerie aura, but I caught myself basking in the spooky glow rather than being in a constant state of tension. Really, I believe everyone understands that the monsters that roam around the horrid halls are what cause feelings of terror in anyone playing Resident Evil. Zombies are the supernatural haunt synonymous with the series, but are they really all that terrifying? Their abundant numbers in close quarters and the methods of strategy in the game implore the player to consider conserving the scant resources almost making facing them like a game of chess, and they’re the pawns to navigate around on the board. Other enemy types in the first game were momentary fodder like the crows and wasps, with a few zombie dogs sprinkled in to increase the beat of Chris or Jill’s pulses. RE2 introduces a relatively common enemy type that is liable to trigger a panic attack: the infamous lickers. All previous Resident Evil enemies resemble creatures with realistic biology, albeit in mangled and deranged interpretations, but the lickers are borderline Lovecraftian. They look as if a scientist merged their human form with a frog (a Brundlefrog) and the process removed their skin, pronouncing the muscular and nervous systems of the body and amplifying the physical brain matter. The adhesive properties of their webbed feet allow them to climb and stick to walls and ceilings, which is where Leon shockingly encounters the first one of many early on in the game. From this angle, they can lash their jump rope-length tongues at Leon and Claire like a whip, and tear them to shreds with their webbed claws when situated on the ground floor. The lethargic hobbling of the zombies allows them to make a strategized decision on whether or not to engage with them, but the swift rabidness of the lickers will almost trigger an involuntary reaction to fire their weapons out of fright. Capcom has crafted a Resident Evil monster worthy of soiling one’s pants over, and they crawl all over the game’s setting.

Given that Leon and Claire are trapped in the police precinct, the main police station building serves as the primary setting. Raccoon City’s domain of righteous order is the Spencer Mansion equivalent for RE2, a layered superstructure whose locked rooms are to be unraveled as the player progresses through its vacant hallways. While the police station is atmospherically consistent and more accessibly designed than the last major enclosed setting, it’s ultimately inferior to the Spencer Mansion on a conceptual level. A decrepit old mansion is the perfect place for a horror game that revels in widespread quasi non-linearity and utility-gated progression. The Spencer Mansion is such an ideal setting that the series teetered on peaking with it at the series debut, so any sequel would have to fire on all cylinders to meet it at eye level. Sadly, I don’t think the police station accomplishes this. Something about the inherent domesticity of this public building doesn’t exude the same bewitching ambiance. Only a few days prior to the outbreak, this was a place of business operated by a group of average joes, shoveling a truckload of coffee and donuts in and out of the place as frequently as the flow of paperwork. The prevailing tone of the empty facility is a dismal one, lamenting the collapse of organized justice with the shocking sense of how sudden it happened. It simply doesn’t make sense for this establishment to mirror the design of the private Spencer Mansion estate but oh boy, do the developers attempt to turn this molehill into a mountain. According to lore pieces, the building was once an extravagant art exhibit, explaining the ostentatious decor and winding, multistoried design. Still, why does the building retain the architectural qualities of a museum years after it shifted into something completely different? Wouldn’t the stained glass windows and goddess statue in the foyer be a little distracting? I’m surprised the latter of the police station setpieces isn’t covered in beads. The game could arguably still skate by under the pretense that Leon and Claire are unfamiliar with the station’s layout, but it can never match the esotericism of excavating a Gothic manor. Besides finding the poker keys and chess piece plugs, the police station also doesn’t offer too many engaging puzzles that inhibit progression either.

Everything else in Resident Evil 2 gets a little complicated. The player still has the choice between two characters with their own unique attributes, but the decision of which character to play affects a grander scheme of things rather than a relative difficulty curve and a different arsenal. RE2 is divided into two discs and depending on who the player picks to play on the first one, the second campaign on the next disc will involve the shelved other character. Leon or Claire will not swap the onus of chief zombie slayer due to one’s fatal demise or throwing in the towel; rather, the opposite character’s campaign is a “B scenario” that occurs in conjunction with the events that took place in the previous story. It rounds out the entirety of RE2’s narrative with a Rashomon-esque double perspective, but the results will still vary beyond flipping the two sides of the RE2 coin. The events of Claire’s story will be altered if completed second, and vice versa with Leon’s. Apparently, the canon route is Claire’s campaign first with Leon’s following soon after. So, of course, my lack of intuition led me to do the opposite. Even though it’s not the “proper” order of the RE2 narrative, it's the only sequence of events I can use to divulge the game’s story, so shoot me.

I did not favor Leon over Claire because of our mutual Y chromosome, nor did I assume that he'd be more capable against the zombie outbreak because he possesses this stark male signifier. I chose Leon because growing up in the 2000s one gaming generation after RE2’s release, he was The Fonz of Resident Evil characters thanks to his successive protagonist role in a future title of the series. I was interested in seeing Leon’s humble origins as a junior varsity monster killer, a leopard before he got his spots scenario. Or, in this context, the time before Mr. Cool guy who suplexes mutants got his groove. In Resident Evil 2, it amuses me that Leon is a bit of a dork, and his police uniform is but a small factor in his dorkiness. Or, at least this is the case for the actual physical blue garb he wears. A bright-eyed Leon S. Kennedy exemplifies all that the badge stands for, or at least it does for the endearingly naive types. Leon’s soul and sense of justice have not been adulterated by corruption because it’s his first rodeo as an officer, so he approaches the unfortunate situation he’s been catapulted into with valor and conviction. Frankly, it’s adorable. Leon’s unique weapons in his arsenal are a shotgun and a magnum, two heavy-duty firearms from the first game that will effectively blow through the undead as efficiently as they always have. Somehow, I think Leon’s determination and police training have made him well-equipped for this dilemma, for his campaign is actually the smoother of the two.

I could’ve begun RE2 with Claire under the assumption that her campaign would be the easier one because this was the case for Jill in the first game. Capcom evidently changed their chauvinistic ways and proved me dead wrong. Considering that Claire has no combat training besides what rubs off from her brother, I should’ve known that she’d be a delicate little flower. To me, it seems sensible to play her campaign after becoming acclimated to the game through Leon’s, for she faces the brunt of the T-Virus contagion and its horrific spawn. Do not make the same mistake as I did and take the machine gun as Leon, thinking that it would be of no consequence for Claire. Even if Leon fails to consider Claire’s livelihood, she’s still armed with the high-caliber explosive weapons from the first game such as the grenade launcher along with the Spark Shot pistol to subdue the monsters. All these perks barely make a difference when an indestructible, trenchcoat-wearing enemy referred to as “Mr. X” decides to wreak havoc solely in Claire’s campaign, and the lighter and frailer of the two playable protagonists is the one to contend with his hulking invincibility, naturally. There is nothing wrong with offering a substantial challenge, but I shudder to think about the amount of people who unknowingly chose Claire first. All I’m saying is to let the buyer beware.

Besides the varying differences in weapons and barrage of monsters, the supporting characters unique to both campaigns are the greatest source of divergence in RE2’s narrative. In Leon’s campaign, he encounters Ada Wong, the seductive spy who is looking for her boyfriend John, who is a chief researcher for an Umbrella laboratory. When Leon descends down to the sewers beneath the police station, Leon and Ada work side by side together to find her estranged lover with a budding sexual tension between them. At times, the player gets the chance to play as Ada, who is armed with a pistol and a modest amount of bullet rounds to aid her in the brief section in the sewer plant. Mirroring the same accompaniment on the other side of the RE2 spectrum is Sherry Birkin, a little towheaded girl whom Claire feels obligated to help find sanctuary away from the zombie scourge. Sherry runs solo in the same section as Ada but must scurry away from the infected undead that roam about for she is but an unarmed prepubescent girl who is half their size. Her dynamic with Claire is a sisterly one where the older Claire will fend off all that could harm Sherry with strong opposition. The character that converges with both stories when the two (four) characters reach the underground laboratory is Annette Birkin, a virologist working for Umbrella and Sherry’s mother. She’s rather truculent with Leon and Ada as she suspects the latter is a spy and attempts to quash her meddling with Umbrella operations by shooting her dead. With Sherry and Claire, on the other hand, she worries greatly for her daughter’s well-being and begs Claire to find her daughter a vaccine on the likelihood that she’s been infected with the virus her husband formulated. I was surprised to see a lovingly maternal side of Annette after acting psychotic in Leon’s story. RE2 takes the concept of supporting characters for each playable character seen in the first game. It fleshes out their roles through more direct interactivity, something that these secondary roles need in order to have more relevance to the narrative.

After traversing through the police station, I was beginning to fret that RE2 omitted boss battles completely. The gargantuan animals that served as roadblocks in the Spencer Mansion were only slightly perturbing, but I still appreciated that something served as an incentive to conserve my ammunition. Why would you consider avoiding all the zombies if not for the possibility of facing off against a durable beast on the horizon? Thankfully, my concerns were quelled in the latter half of Leon’s campaign, and RE2 has two bosses. Well, one mutant creature in the sewers and once recurring one has a significant role in the narrative. William Birkin: father of Sherry, loving husband to Anette, and head researcher for the T-Virus, has seen better days. While he played an integral role in the contagion that spurred the zombie pandemonium, his claim to fame is the “G” Virus, an even more potent biological weapon that Umbrella is foolishly trying to cultivate because they learned nothing from their previous mistakes. Before the evil corporation usurped his work, William injected himself with his creation which caused a striking mutation to the point of an unrecognizable superbeast. His first encounter where he summons his parasitic bugs to infest the investigative journalist, Ben, resulting in the creepy crawlies bursting through his chest like a face hugger from Alien, is the most horrific display of gore seen in the series thus far. He presents himself as a formidable threat capable of great harm, making him a horrifying beast. William is a burly foe that requires relinquishing every bullet and explosive our heroes have while he’s still relatively humanlike, but his final form is so ghastly that it would make HP Lovecraft beam with pride. William’s final form can only be unlocked if the player finishes both Leon and Claire’s campaigns, and the promise of a gruesome and sad character arc with William should be enough reason to commit to the time.

Resident Evil 2 is one game split in two, and even that logical statement could be fervently argued against. Many could voice the opinion that the two halves of Leon and Claire could’ve been melded together and that retreading the same areas as either character for a second time is shameless padding. What these people fail to realize is that Capcom already did this with Chris and Jill in the first game, with the same slight deviations in character build and sequential progression beats. The difference is that there was no real motive to play as either Jill or Chris after playing as the one of first choosing, and maybe the first game would’ve benefited from a second playthrough after all. Admittedly, I did grow tired of the police precinct setting and its lackluster puzzles, but I grew to appreciate Leon’s campaign I completed first after finishing Claire’s. The underwhelmed feeling that resonated with me after only one campaign was relieved because the game exfoliated through Claire’s differing perspective, even if it was through the same areas. The decision turned out to be the ideal method of letting Resident Evil 2 blossom, and it resulted in something grander than the first game by default. Even if Resident Evil 2 drags, one still can't deny its objective quality compared to the first game. With better focus, presentation, gameplay, and a more ambitious narrative, Resident Evil 2 is finally where gaming’s most celebrated survival horror franchise earned its title.

Tuesday, October 10, 2023

Zombies Ate My Neighbors Review

 (Originally published to Glitchwave on 10/5/2023)














[Image from glitchwave.com]


Zombies Ate My Neighbors

Developer: LucasArts

Publisher: Konami

Genre(s): Horror, Multidirectional Shooter

Platforms: SNES, Genesis/Mega Drive

Release Date: September 24, 1993


Zombies Ate My Neighbors might be the greatest title in video game history. Somehow, breathy B-movie titles that elicit shocking, horrific images and primitive, pixelated games are a matrimonial pairing. It certainly caused an intriguing sensation in me to play this game even though it was released before my time. Also, the Konami and LucasArts collaboration is bound to create something at least moderately engaging considering the marvelous streak of successes under both developer’s belts. While all of these factors would signify the makings of a quality product, I realize that I might be suckered in by a gimmick. The B-movies that this game takes obvious inspiration from used those elongated sentences as their names to drum up a superficial sense of spectacle because the films were ultimately cheap in every sense of the word. Does the gaming industry also have a history of using the same tactics to hook naive consumers? Given that Halloween is approaching and I’m feeling festive, it is finally time to play Zombies Ate My Neighbors and form an educated conclusion on whether this Konami/LucasArts is a thrilling romp fueled by a tongue-in-cheek shlock value, or if the game comes up short and leaves me disappointed like the deliberate shlock that it reminds me of.

Zombies Ate My Neighbors features two playable characters: a “sick” and “radical” teenage boy with spiky blonde hair wearing the classic 3D glasses with red and blue lenses and a girl of a similar age bracket named Julie, who still exudes a tasteful amount of feminization with her kickass fighting combination of a baseball cap and leather jacket. I believe we used to refer to this as the “tomboy” look in the less enlightened era of the 1990s. I chose to play as Zeke not because I’m a sexist or because I’m trying to fulfill some kind of male power fantasy of massacring the throngs of the undead, but because giving the cheerleaders the highest point values wouldn’t make any sense unless they were arbitrarily assigned by a male teenage horndog (unless the game is suggesting something about Julie’s sexuality on top of her choice of outfit). You see, the past tense form of “ate” is rather misleading. Zombies have not eaten Zeke and Julie’s neighbors yet, so the game is neither a mission of vengeance nor is it the breaking point of the zombie outbreak where they are the two remaining human survivors. Actually, all of their neighbors seem to be treating the zombie outbreak around their town with a sense of aloofness, going about their business as usual as if they weren’t in any danger. Because the denizens of whatever American town this is are so oblivious to the current crisis surrounding them, Zeke and Julie have to round up their stupid asses and bring them to safety from an isometric viewpoint. Once they’ve all been accounted for (all of the ones that are still alive by the end, at least), the player can move on to the next level with their victory signified by a magic door portal materializing in front of them. Their neighbors are categorized by a smattering of neighborly folk including a man at his barbeque, a guy floating in his pool, a middle-aged couple tied at the hip, a ginger-haired girl hopping on a trampoline, babies, etc. Of course, how could I forget about the squad of cheerleaders? They are apparently the most valuable neighbors to rescue in the game’s points system, while the stern, sexless schoolmarms are worth the least. Frankly, it seems harsh to distribute differing levels of value to certain kinds of people, but this is a dire situation where all societal niceties have to be disregarded. I would think the archeologist, a man of science, would be imperative to have in a post-zombie society, but maybe Zeke is smarter than he looks and is thinking ahead for a repopulation scenario with these pom-pom girls. Nah, Zeke was probably still thinking about populating with these cheerleaders far before patient zero of this outbreak ever surfaced.

While the sluggish reanimated corpses are indeed a common enemy type in Zombies Ate My Neighbors, this factor of the game also isn’t telling the whole truth. Yes, the rotting, emaciated undead are the most common threat to the neighbors, but they are hardly the only kind of danger on the prowl. Do titles like, “chainsaw-wielding maniacs decapitated my neighbors” and “giant spiders swallowed my neighbors” not have the same ring to them? “Dolls chopped up my children” is catchy, but no parent in the 90s would stand for that title. The true identity behind Zombies Ate My Neighbors is really a comprehensive homage to the horror genre, a vehicle in gaming popularized by Konami’s staple series Castlevania. Sharing the isometric screen with the zombies is practically every conceivable horror movie monster ever to scare the shit out of people through the celluloid. The Universal movie monsters move next door from their trailers at the Castlevania set to haunt the domestic lawns of the common folk. The atomic age is greatly represented by mutated insects, aliens, giant blobs, and pod people that will catch the player off guard when they see clones of themselves roaming around. The game is even up to date with horror history with the burly psychos and their loud lumberyard contraption, along with the pint-sized dolls possessed by demonic forces. Sadly, the game did not find a clever way to manifest existential or psychological horror as an enemy to chase our protagonists around and send their neighbors to the great beyond. As the final enemy roster for the game is, it speaks volumes about how storied the horror genre has become over the several decades since it was founded and how it has adapted and evolved with growing societal trends. The monster mash coalition here doesn’t seem out of place and provides plenty of surprises with the vast enemy variety.

Considering that the range of monsters that are running amok in people’s backyards is an eclectic array of abominations, Zeke and Julie need a suitably large arsenal to match. Their base weapon that starts the game is a squirt gun with a surprisingly stacked number of water magazines to not leave the player defenseless in the early levels. The gun will be formidable enough against any zombie, but its defenses against all of the other monsters is but a tepid splash. Don’t tell me the guys with the hockey masks who are clearly inspired by Jason Voorhees aren’t averse to H2O like I’m not knowledgeable on my horror lore. Other weapons picked up off the ground that will prove more effective in sending these vile fiends back to hell are soda cans that act as domestic grenades, a cross, silverware to fend off werewolves, and a bushel of food items such as popsicles and tomatoes. I’d comment that the oddly childish weapons at hand make for a feeble arsenal unfit to fight off the hoards of monsters, but perhaps it's appropriate because the two main characters are kids using all that they have at their disposal. Then I remembered the military-grade Bazooka complete with ballistic missiles and realized this game was just wacky. It was developed by LucasArts, after all. Some weapons have alternate properties for other uses like freezing enemies with the fire extinguisher and mowing the infected plant growths with the weed whacker. Located right of the weapon roulette on the screen are the alternate items. Keys will be the most plentiful priority on this wheel to traverse through the levels without complications, but it also keeps other defensive methods in stock. Planting an inflatable clown will hoodwink the monster into attacking it until it pops, and consuming the contents of the potions has a number of mysterious effects. If luck is on your side, the potion might transform Zeke or Julie into a Hulk-like monster and pummel zombies with their fists for a brief period. Of course, the kits with the red crosses on them are health items. While the resources here waver in utility, the player is still forced to be resourceful because every resource is scant. It’s advisable to not jet to the exit door as a job well done because the player could’ve missed a quantity of keys, ammunition, or medkits which would prepare them for the future.

I implore any future player of this game to take the extra initiative to find as many items as possible because the later levels are no joke. I thought the hedge maze and the frantic, giant baby boss were a struggle, but I’d gladly face both of them over the horrors on the horizon. I couldn’t concentrate on the radar with the UFO hovering over my head, and the linebackers were none too pleased with Zeke receiving all that positive attention from their female counterparts with the pom-poms, charging at him with a deadly vengeance. The level that destroyed me was the one with the goliath-sized worms that burrow through the ground like in Tremors, for I couldn’t hit them with any of my bazooka shells to save my life. Like many games on the SNES, Zombies Ate My Neighbors does not feature a save system. While I bemoan the passwords in most pixelated games of the time, the one here is at least short and the player can use it to hop past four levels after the horrific hoards subdue them. However, abusing the password system is not recommended because the game will teleport the player to a later level with the base materials of the squirt gun. Don’t press your luck and just rinse and repeat with every failure. I guess rival studio Capcom had the right idea with incorporating trained soldiers to dispose of the undead because if the protagonists are extraordinarily capable, at least completing the game will be feasible.

Zombies Ate My Neighbors isn’t schlocky at all. The B-movie title may allude to cheap thrills and kills, but the game is more substantial than I ever imagined. The LucasArts genetic code half has a strong presence with the game’s cartoonish silliness, which is certainly charming. Beneath the silly surface, mastering Zombies Ate My Neighbors requires treating the game with a sense of urgency like a bonafide survival horror game. I, however, do not have the patience or chutzpah to eventually blaze through all of the steep challenges. I will appreciate the craft of Zombies Ate My Neighbors for the fraction of levels I can actually complete before the game turns into an ugly nightmare.

Super Ghouls 'n Ghosts Review

 (Originally published to Glitchwave on 10/2/2023)














[Image from igdb.com]


Super Ghouls 'n Ghosts

Developer: Capcom

Publisher: Capcom

Genre(s): 2D Platformer

Platforms: SNES

Release Date: October 4, 1991


Dark Souls is for pussies.

Put that quote as my gravestone’s epitaph, all 400+ of them that I amassed while playing Super Ghouls ‘n Ghosts.

Okami Review

 (Originally published to Glitchwave on 9/29/2023)














[Image from wikipedia.org]


Okami

Developer: Clover Studios

Publisher: Capcom

Genre(s): Action-Adventure

Platforms: PS2

Release Date: April 20, 2006


Gather around boys and girls, for I am about to regale you with the tale of Okami. Long ago in the antediluvian year of 2006, noble subsidiary developers Clover Studios wished to make another offering to the chief Capcom lords, the kings of their third-party country, and the paramount source of patronage to their artistic endeavors. After pleasing the masses with the vibrant Viewtiful Joe and its sequel, Clover Studios conjured up a new IP called Okami, an action-adventure game in the vein of the 3D Legend of Zelda titles set in classical Japan. Okami upheld the Clover Studios' reputation of divine aesthetic achievement, emulating the watercolor art of the Edo period with scrupulous cel-shading. Other industry vassals also adored Okami for its subversive interpretation of 3D Zelda’s action-adventure tropes that had been ripened by its source through repeated uses across subsequent entries. With all of the commendatory praise that Okami received from those of discerning taste, it seemed like the title was destined to elevate the clergymen of Clover Studios to the ranks of lords in Capcom’s esteemed parliament. To their dismay, Okami did not imprint its intended impact on the public and failed to break even with Capcom’s funding. Sure, everyone who experienced Okami at its release lauded it as vociferously as the critics, but the wide gaming demographic turned a blind eye to it out of sheer apathy. As a result of this unfortunate fluke along with the upset of God Hand the same year, Capcom disbanded Clover Studios due to too many financial flops under its belt. The indignant kings cast their young squire out of their chambers as Clover Studios hung their heads in shame. At least they hadn’t demanded that they’d endure the brunt of the heretic’s fork, for Clover Studios still maintained enough spirit to reform as the successful Platinum Games. I’d hate to refer to the general gaming community as peasants in this light, ye-olde medieval allegory bit, but shame on you if you didn’t even grant Okami a passing glance at the time. We weren’t experiencing an economic recession, nor was there a cataclysmic bout of famine we had to prioritize over purchasing video games. The populous gaming world was itching for the new reign of the then-upcoming Sony console, and an exclusive on the previous one was inherently old hat even at its inception. Now that I think about it, the tale of Okami is actually a tragedy because this game more than deserves more recognition.

By definition, Okami is the epitome of a cult classic video game. It shares this distinction with the likes of EarthBound, Killer7, and every game that Tim Schaffer has ever stamped his name onto. With the examples I’ve given, Okami is at least in good company. Still, Okami sticks out like a sore thumb among these underappreciated gems. To put it bluntly, these games are weird. Despite their exceptional quality, one would not be surprised that their content would alienate the broad gaming demographic and condemn them to a lifetime of cult stardom. Okami is the beautiful, blonde Cleopatra from Freaks being initiated into the club of misfits with the “gooble gobble” ceremonial table banging while everyone can plainly see that she shares no kinship with this marginalized group. I realize that I’m inadvertently being harsh to the bonafide cult classics of gaming and that Okami is described as a cult hit for a clear reason, but Okami sharing the space with all of these eccentric oddities is like sending a man to a maximum-security prison for twenty years among the filthiest scum of society for the crime of mail fraud. What I’m trying to illustrate here is that Okami is such an exceptional title that it transcends that niche cult appeal that inherently restricts the other ones from gaming prime time, which makes the fact that no one paid it any attention at its release all the more tragic. Some attributed Okami’s financial failure to the fact that the game was “too Japanese,” creating an uncomfortable culture shock for young Western audiences. Firstly, they underestimate how enraptured a widespread percentage of young people in the West are with Japanese culture of all kinds, and this is because it is so detached from their waspy American upbringing. Secondly, all of the longstanding titans of the video game world feature at least a pinch of Japanese culture and folklore in the fabric of their foundations (Mario, Zelda, Pokemon, etc.) Surely an unabashed homage to the developer’s collective heritage wouldn’t prove to be too disagreeable for the designated gaming demographic, no? Not only is Okami not off-putting in the slightest, but the game is innovative, immersive, charming, and arguably outclasses many of the 3D Zelda titles that it takes heavy inspiration from.

Given that Okami is an interactive Japanese folktale, the expositional method of introducing the game is displayed as a storied campfire legend, presented with that papery storybook tone portrayed with still images. A hundred years prior to the events of Okami, an evil eight-headed serpent named Orochi cast an oppressive shadow over the cozy little village of Kamiki. From the human sacrifices to the rumors of turning people into stone with just its gaze, Orochi’s presence rendered the poor village folk of Kamiki in a catatonic state of fear. One valiant warrior named Nagi dares to challenge the beastly tyrant when one of Orochi’s sacrificial arrows strikes the home of his love interest Nami, and the duel that ensues sees Nagi’s blade struggling to even make a dent in Orochi’s hardwearing scales. That is, until the mystical white wolf Shiranui barges in to save the exhausted Nagi. By summoning the moon with a thunderous howl, the luminescent power of the celestial body grants Nagi’s blade a gleaming vigor powerful enough to decapitate all eight heads of the foul dragon. To ensure the longevity of the time of peace after Orochi’s defeat, its spirit is immured in Nagi’s blade situated in the ground of the Moon Cave arena where the legendary battle took place. A century later, some prankster unsheathes the sword from its earthly casing and Orochi is once again unleashed onto the world to usher in a new era of darkness. Fortunately, one beacon of hope is that the wolf who aided in vanquishing Orochi in the past also shakes its dirt casing slumber and awakens to nip the new regime of the sinister hydra in the bud. A hundred years may not seem like a long duration of time for this epic tale to be canonized in the archives of ancient legend, but Okami is set in the classical period of Japan when all of the stories of yore were still being written. A century between the origin story and its follow-up is but a hiatus in the ongoing legend.

I could describe Okami’s visuals as gorgeous and breathtaking and call it a day, but even attributing those glowing descriptive words to the game wouldn’t be doing it justice. Instead, I am going to illustrate the true extent of Okami’s radiant presentation. Have you ever been out on the town and unexpectedly caught a glimpse of the most beautiful woman you’ve ever seen in your entire life? (or man. Sorry if this analogy isn’t all that LGBT+ inclusive) Suddenly, anything else occupying the cognitive drip feed in your brain is blown to the wayside and you find yourself in a dumbfounded daze. Your mind short circuits, your face is beet red, your heart is running a marathon, and your stomach is being throttled by butterflies the size of bricks. Choruses of a string quartet reverberate from no origin point, and a mist of red, white, and indigo colors illuminate the elated, palpable mood. You can’t help but want to stare, but you know that any prolonged visual contact with this woman is as dicey as looking at the sun. Any real human contact with this woman is ill-advised because the Broca’s area of the brain responsible for human speech and articulation will be clouded in an obscuring torrent of static, resulting in a stream of manic gibberish. Or, the newfound passionate fire burning will conjure up the ability to speak French, serenading her with the language of love, albeit haphazardly like Pepe Le Pew. The marvelous aspect about Okami is that it is a video game and not a human woman with thoughts and feelings, so the player is free to ravish its awe-striking aesthetic with hearts in their eyes and their tongues rolled out on the floor. I make no hyperbolic claims when I say that EVERY visual aspect of Okami’s ink-washed world is as stunning as the next. Even the demonic underlings and their murky territories that should be ugly by all logic still managed to steal my breath away. Okami is a dime piece, the it-girl; not just eye-candy, but the inside of Willy Wonka’s Chocolate Factory. Okami isn’t a beautiful game, it’s THE beautiful game. It’s Scarlett Johansson if she were rendered in Japanese watercolors and wood carving art. Okami makes fellow cel-shaded marvel and possible artistic inspiration The Wind Waker look flat and depleted in comparison.

The world that the cel-shaded watercolors are vividly constructing is the nation of Nippon, otherwise known as Japan during the “classical” era of its history. As one can expect from a game set before the advent of the printing press, the chain of islands off the Pacific coast of Asia is still unadulterated by technological proliferation. This pre-industrial island nation is a naturalistic wonderland, an immaculate environment with only the organic essentials that comprise a landscape. Blooming cherry blossom trees are aligned in unison along the cliff sides, with the brisk wind gently blowing off the pink petals with such grace and coordination that it's like a visual symphony. Hillsides are drenched in the towering downpour of roaring waterfalls, whose running stream continues to rapidly flow in the intersecting river channels. The grass gleans the color green as strikingly as the fields of Ireland, surrounded by a bouquet of pleasant flowers. Any man-made architecture interspersed around the area fulfills the simplest fundamentals of human civilization, from stone towers to the single-room, bamboo huts located in the villages. At least, this is the general aesthetic of the starting district of Eastern Nippon where herbage is abundant. The Western area of Nippon features slightly less vegetation and instead is geographically defined by beachy cliff sides overlooking the ocean and the capital city of Sei’an hosting a grid of more resplendent pavilions fitting for the aristocratic political representatives that reside there. All of the greenery that the horizontal halves of Nippon share is totally deviated from in the blustering snow of Kanui, mirroring the mountainous northern island of Hokkaido. Whether or not the player is treading through the tall grass of the mainland or climbing the wintry peaks of Kanui, any kind of topography on display in Okami is the epitome of the word picturesque. I’d also like to point out that even though the game is relatively restrained by the historical accuracy of a light period piece and cannot include too many outlandish points of interest on the map, Okami’s various hubs are richer and more engaging than Hyrule Field or its branching paths. All Ocarina of Time needed was more elevation and maybe a running brook or two.

At least, these districts of ancient Japan should ideally epitomize the word picturesque under normal circumstances. Because the errant evil of Orochi and his wicked ilk are now mucking about once again, a pernicious haze has cursed every region of Nippon into a gloomy depression. Fear not: for it is the divine mission of Okami’s protagonist to alleviate the noxious presence of the aura and restore balance. Okami’s benevolent savior is Amaterasu, the sun god from Japanese mythology. George Carlin once expressed that his choice of religious deity was the sun, for he could easily prove that the insurmountable star actually existed and that it provided tangible sustenance to humans and the Earth they exist on as opposed to the other supreme beings worshiped in organized religions (although he prayed to Joe Pesci to “get shit done”). I think the developers conveyed the same sentiment here, personifying the gargantuan mass of fire as a magnanimous heroic figure. Amaterasu is the “origin of all that is good and mother to us all,” a common tagline uttered about her that implies that the sun is the true benefactor of the universe. She feeds the animals and clothes the trees with leaves: she’s Mother Teresa with a silky coat of white fur. It was also Clover Studio’s creative decision to depict Amaterasu as a white wolf, for reasons I will delve into in the future. For now, let’s focus on how playing as a four-footed lupus is compared to a bipedal human. Controlling Amaterasu is just as fluid and graceful as the most nimble of video game protagonists, possessing a few distinctive quirks. Unlike Link who can only hop onto a platform or an edge when he reaches the absolute tip of it, the developers have granted Amaterasu the ability to jump manually with one press of a button and stick to the walls for a one-time course correction. Her innate attack is a headbutt, mostly used to break open chests and disturb the peaceful snoozing of various NPCs. While traversing the fields, Amaterasu’s speed accelerates twice if her run isn’t interrupted, either creating a streak of grass and flowers behind her or her swift speed brushing through them to the point of seeing them more clearly. Amaterasu’s movement and physical characterization is surprisingly dynamic in a gaming climate more accustomed to characters balancing themselves with only two feet.

But Amaterasu’s innate movements are not the focal point of discussion concerning her control scheme. The astonishingly unique mechanic in Okami is the use of the Celestial Paintbrush, a godly tool modeled after Amaterasu’s bushy tail dipped in black ink. The paintbrush can be used at any time as long as there is a splash of ink in the tank, holding down the R1 button and skidding the still screen with black paint strokes whenever the square button is also held down. The player can technically imprint any black indentation if it’s a simple scribing and not an illustrious canvas, for the ink supply is not infinite. Plus, the developers rightfully chose to keep this mechanic simple for the actual practicalities of the paintbrush outside of spontaneous artistic expression (except for the one time where the player gets to draw the design for a mask). Another overarching mission parallel to Amaterasu’s goal of revitalizing Nippon is reclaiming all thirteen of the celestial brush techniques learned from the brush gods: deiform creatures that represent a different animal in the Japanese zodiac with the same pale white skin and red tattooed markings as Amaterasu. With these varied techniques, Amaterasu can fully extend her transcendent influence upon all that constitutes the universe. Manipulating the elements of water, fire, electricity, and ice all involve drawing a defined line between the elemental source and what needs to be impacted, usually something contrasting. Changing the way of the wind requires directional coordination with a loop to violently blow gusts of blustering air. Amaterasu’s kryptonite is understandably water, so drawing a circle over any body of water will create lilypad platforms to prevent her health from dwindling from water exposure via swimming. A simple circle/oval around any plant life will make any pitiful and dour, leafless tree or four-leaf clover flourish with bright allure. Adding a stem to that circle creates a cherry bomb that uncovers cracked crevices, and a simple slash will sever. Painting a sun or a crescent moon in the sky will revert the current time of day like the “Sun’s Song” tune from Ocarina of Time. While we’re on the subject, Amaterasu’s mystical apparatus is far more convenient and accessible than Link’s musical instrument which similarly sways the world around him with another artistic medium. Sure, what I can execute with the brush is comparatively limited, but memorizing the various techniques with their elementary etchings and constant usage makes me feel more capable and adept than pressing pause to recite a composite tune only used once or twice. I did, however, become rather cross whenever the game decided my brush strokes didn’t match the intended technique pattern. I’m no Claude Monet, but I thought art was supposed to be subjective! It’s the intent that matters!

A number of the Celestial Brush techniques can also be used while fighting enemies. Okami orchestrates combat like a JRPG would. In the close vicinity of a hovering scroll that emanates an eerie glow, the screen will enclose Amaterasu and create a bounded, annular arena where grunts will be summoned to ambush the white wolf. Okami’s common enemies from the underworld are a more eclectic bunch of demons and imps than the legions of hell from Doom. At first, the mischievous breeds of imps will taunt Amaterasu by slapping their asses at her. Then, the armies will increase their numbers with long-nosed Tengu Demons, ogres, foul avian spirits, elemental wheels with detached sensory body parts as hood ornaments, etc. The potential of what the paintbrush can provide during the skirmishes with these hellion trolls mostly results in liberally using the slash move and planting a cherry bomb at arm’s length to create a devastating impact. Luckily, Amaterasu’s other means of offense are not restricted to butting enemies with her skull. The arcane disc that she carries on her back is not a glowing saddle, but the primary melee weapon used to dispatch the horrid beasts. The “divine instruments” are classified into three distinct categories. Amaterasu’s base instrument which seems to be the only one rendered in the cutscenes is a reflector, which deals a modest amount of damage while also countering damage that the enemies dish out. Rosaries are a chain of sacred beads that are best used at long range, dealing rapid fire short bursts of damage. Lastly, glaives are heavy blades whose attacks can be charged up to really blow chunks out of the demon’s health bars. The player isn’t persuaded to stick with one instrument type to hone their specific properties, for certain enemies are slayed more efficiently with one type of instrument compared to others. With all of the holy devices at hand, the power of the sun will compel these demonic fiends and exorcize them back into the spiritual ether.

Then again, even if Amaterasu is having some complications with eradicating these foes with one instrument, it is unlikely that failure will be an imminent consequence. The one glaringly negative aspect of Okami that is subject to prevalent criticism is that the game is ridiculously easy. 3D Zelda games don’t exactly provide the apex of a video game challenge, but Okami’s general difficulty is brisker than an autumnal breeze in the New England countryside. The imps and demons are not as fierce as their hellish denominations would suggest, with their attack damage equating to a measly little papercut. Amaterasu is more likely to dwindle her health orbs while swimming than she is grappling with these unwashed ghouls. About one-fourth of the way through the game, I noticed that the tiny sliver of health I had lost due to a few honest mistakes in battle hadn’t replenished after it was over, so I figured that every battered bruise was accumulative. This theory was dead and buried once I looked through my inventory and found three types of “holy bone” health restoration items that I unknowingly had in bulk. Soon after, I realized that simply walking up to the luminescent save points automatically restored Amaterasu’s health entirely. I died a whopping total of ZERO times throughout my blind playthrough of Okami, which would be an astounding accomplishment in any other video game. Here, it’s indicative of the game lacking a substantial challenge. The game does grade Amaterasu’s performance in battle with a series of blooming trees, with the pink cherry blossom trees signifying the maximum proficiency in terms of time and damage received. Still, sweating the effort to fulfill the game’s highest standards is not a herculean hurdle as it will likely happen across 70% of random enemy encounters. The paltry reward of extra yen for your troubles is a fittingly lukewarm compensation. The only excuse I can salvage to redeem Okami in this regard is that the patron saint of the sun, Amaterasu, should never befall the embarrassing fate of being trounced by hell’s little henchmen, for that would illustrate an illogical imbalance of power.

As arguable as it is for 3D Zelda, Okami’s strengths pertain more to the puzzle-solving aspects. Puzzle-oriented obstacles are littered all over the game’s central progression route at practically every waking moment. Sure, none of the puzzles in Okami will cause the player to experience an oncoming brain hemorrhage in their attempts to solve them but considering how effortless the combat can be, it’s refreshing to approach another facet of Okami’s gameplay with at least a modicum of honest consideration. A large sum of the puzzles will involve the brush techniques, so the player will become more than accustomed to each one’s special properties to the point of mastery. The one exception is the bullshit Blockhead puzzles whose pinpoint accuracy and randomized patterns must sincerely expect that the player has a camera lodged in their eye socket but fortunately, these outliers are few and far between. The potential of the brush techniques also flourishes with minigames that will pop up occasionally as alternative ways to spur progression. Okami will cast a line with the brush to aid a series of hapless fishermen reeling in some aquatic whoppers in a fishing minigame far less tedious and dull than any time Zelda implemented something like this. Catching a thief in the urban streets of Sei-an always requires sharp reflexes like Amaterasu is in a duel, and the “water lily taxi” features a fine collaboration with both the lily pad and whirlwind techniques. The digging minigame is an underground escort mission where Amaterasu paves a traversable path for a seeing-impaired human (it must be pitch black under the ground) which involves swift reaction times with a myriad of brush techniques to blow away the blocky nuggets of Earth from beneath the surface. The trial and error type of difficulty curve with this minigame is probably the sole example of a sizable strain I experienced while playing Okami.

I suppose Okami has “dungeons” in the same way that Zelda does, but the game approaches these enclosed, labyrinthian mazes a bit differently. Because dungeons are an essential ingredient to an exceptional Zelda adventure, they all take high precedence in the comprehensive arc of the story. Completing any dungeon in a Zelda game will always reward the player with some sort of dazzling Macguffin that is imperative to unlocking more of the plot. The climactic climb of a dungeon will always elicit a proud sense of accomplishment because earning the MacGuffin is an essential point of progression. In Okami, excavating through the structures outside of the Nippon hub is relatively anticlimactic. They are structured similarly with locked doors and multiple floors, but the context behind the need to survey the grounds isn’t always an elevated task. The first dungeon in the depths of the Agata Forest is to find a boy’s lost pet, a piece of an ongoing quest to reunite the dog with the eight other members of his canine squadron. The Water Dragon’s insides involve plucking the fox rods from its fleshy ligaments, a shorter yet more sumptuous version of Jabu Jabu’s belly where the stomach acid is as boldly red as a hearty Shiraz wine. Some dungeons are but fleeting treks that are over as soon as they begin, and some abstain from culminating in fighting a boss to conclude it. Disappointment struck me at first because the elaborate Zelda dungeons are what I yearn for, and these samplers weren’t quite fulfilling my expectations. However, I came to appreciate that this direction gave Okami’s overall progression a smoother ebb and flow. Zelda’s primary points of interest are the dungeons, so any lull in the overworld makes the progression graph resemble a wonky mountain range. In Okami, all story points share a relatively equal standing.

The most surprising facet of Okami that caught me off guard is how humorous it is. One would assume from the elegant, artful aesthetic and old-world atmosphere that Okami would conduct itself with the utmost graceful decorum like a regal princess. It turns out that this royal lady has a layer of immaturity and cackles loudly at fart jokes, or so to speak. In a game where a humble, pristine setting is liable to be swallowed into the looming black abyss at any given moment, Okami’s lighthearted charm stems from its constant streak of levity. As spellbinding as the tale of Nagi defeating Orochi a century ago is in the introduction, the result of passing it down from generation to generation has twisted the triumphant epic into an apocryphal mess. Somewhere along the line, a factor of Orochi’s defeat was rumored to be attributed to the heavy consumption of a golden brand of sake brewed in the meek hamlet of Kamiki. Now that Orochi is rearing its eight ugly heads over the village once again, the modern Kimiki mixologist, Kushi, is brewing up a new batch of sake to sedate the beast with drunken impairment once again. Fellow supporting characters in Okami also tend to flaunt their comical traits. Nagi’s descendant Susano resides in present-day Kamiki touting himself as the greatest warrior alive due to his prestigious lineage. The reality of his status is that he’s a lazy, balding buffoon with a beer (sake?) gut who is seen sleeping around like a hibernating bear during daylight hours. When he’s awake, he clumsily stumbles over himself at every step he takes, and Amaterasu must use the imperceptible power of the Celestial Brush to assist every valiant action of Susano and protect his inflated ego by proxy. Disguised by a makeshift mask with a crude emblem drawn on it, Amaterasu gets to learn about the intricacies of the opposing operation in the Moon Cave and learns that the Imps are nothing but a bunch of excitable spastics who are just as afraid of Orochi, if not even more, as the denizens of Kamiki. I laughed out loud when the chubby bullying victim Urashima was yeeted across the beach by The Orca fish that he was accused of lying about, receiving the most severe lashing from the thing that would’ve saved his dignity in an ironic twist of fate. Think that the majestic, heavenly Amaterasu is immune to all of the silliness? Well, the player can purchase a move at one of the dojos called “Golden Fury” where Okami lifts up her legs and urinates on enemies. Do I really have to elucidate on the similar “Brown Rage” move and what orifice she uses to execute the move? The wacky tone may seem disorienting for the grand spectacle that Okami conveys, but the many moments of mirth are quite refreshing and self-aware. Okami is an interactive fairy tale, and the content in these fictional chronicles admittedly tends to be outlandish as is.

All of the moments and interactions that I’ve mentioned are interspersed throughout the whole game, but I did mention that Okami’s lightheartedness was a constant. Amaterasu is a protagonist who dabbles in upbeat instances with her jovial, doglike expressions, but her lupine form that is confined to barking and howling sort of inhibits a fully comedic personability. The character in Okami that makes levity leak like a sieve is Amaterasu’s right-hand man Issun: her envoy on her heroic quest and the mouthpiece for the communicatively subdued Amaterasu. This nanosized shrimp is essentially the Okami equivalent of one of Link’s partner characters from the 3D Zelda titles, which might reignite a feeling of panic as severe as an acid flashback for many players. Don’t write off Issun just yet, for he is not a headache-inducing nightmare like Navi. Or, at least that’s my perspective because Issun seems to be a contentious character even for those who adore this game. I gather that what makes people tend to dislike Issun is that the hopping bug has a sexual appetite that would make Tommy Lee seem gay, along with a sleazy manner of pronouncing his lasciviousness. He first appeared out of the cleavage of a maiden’s dress and hasn’t really refocused his mind on more enterprising priorities since. He simply cannot refrain from commenting on the buxom bosom of Ms. Rao and not-so-subtly squeezing out innuendos about her bust in casual conversation while bouncing in unison with their gravitational rhythm. I’ve been a Daxter apologist all my life, so I’m quite attuned to randy, pygmy sidekicks who stick to the hero’s shoulders like a hardened booger. I’ll make the same defense for Issun because he’s my favorite character in Okami. His forthright, borderline belligerent responses to the NPCs are always hilariously candid, and always keep the game from sinking into the overwrought soberness of a story with this kind of grand spectacle. Despite his crassness, Issun still carries a strong moral center and is actually a respectable artist who is dedicated to his craft. In the end, when Amaterasu, or “furball” as Issun so flippantly refers to her, must part ways, I felt a sentimental detachment from the hopping little bug. Issun does, however, tend to habitually give unsolicited advice in several situations, and his nagging during a particularly difficult blockhead puzzle made me want to squish him like a grape.

Okami’s story has what I like to refer to as a “Star Wars Original Trilogy arc,” a grand epic divided into thirds whose individual parts can function on their own detached merits separately, but still have a particular narrative tone and placement in the overarching story like the iconic space opera film trilogy. The reason why the first Star Wars feels finalized despite its role as the first in the trilogy is because George Lucas hadn’t anticipated making any sequels. Okami’s first third is to save Kamiki Village from the wrathful omniscience of Orochi, the scenario set up to be the central conflict for the duration of the game. After drinking himself stupid, Orochi is defeated by the efforts of Amaterasu and the bumbling oaf Susano to conclude his dauntless hero arc, with the revelation that he was the one who pulled the Tsukyomi sword in the first place. If the game ended here as the narrative had implied, the game would’ve been unsatisfyingly brief, but capping off the game with the situation that introduced it still would’ve proven to function as a complete narrative package. To my delight, the adventure was far from over.

“The Empire Strikes Back” is situated over yonder in the urban western Nippon where the capital, Sei’an City, is facing a miasma of mist and the hostile rage of the Water Dragon, creating a serious famine and a total plummet in morale. What draws comparisons to the darker sophomore sequel in the Star Wars trilogy is the shocking twist. The source of the plague is on the offshore Oni Island where a civilization of evil demons call home, and the only creature who can penetrate its defenses is the Water Dragon. With the guidance of the priestess Rao, Amaterasu and Issun snatch the source of the Water Dragon’s almighty ability, killing it as a result. This outcome may signal victory, but the Water Dragon is revealed to have been Sei-an’s once benevolent protector from the vile outside influences of Oni Island, who was suffering from a confounding curse. With the city's primary protector ousted at the bottom of the ocean, Rao reveals herself to be the nefarious fox demon Ninetails, whose duplicity has allowed her to conduct a coup of Sei-an City and kill the active Queen Himiko when Amaterasu’s guard is down. While Ninetails is ultimately stopped by Amaterasu when she finds another method of ransacking Oni Island, the shocking murder of Sei-an’s executive figurehead is still a gut punch that elicits more doom and gloom from a society that was already despondent.

Lastly, the “Return of the Jedi” final third takes place on the icy peaks of Kanui. Besides serving as the grand finale of the game, the last third of both Star Wars and Okami clean up the loose ends that the previous two arcs scattered about. Amaterasu collects the last of the thirteen brush techniques, Issun’s lore is expounded on when Amaterasu visits his microcosmic tree stump society of Ponc’tan, and the stakes are raised even higher when the dreadful omen of an eclipse is going to sap Amaterasu’s powers. Like “Return of the Jedi” the last act of Okami features an Ewok filler B plot involving Amaterasu and Issun traveling back in time and reenacting the events of the tale that occurred one hundred years ago with Nagi and Orochi, all to affirm that Amaterasu is indeed the reincarnated form of Shiranui. Couldn’t they see the resemblance beforehand? The Kanui arc features the village of shapeshifting wolves struggling with a harsh blizzard that can only be halted by summoning the molten spewings of a volcano, but it’s the secondary side to the “Ark of Yamato” A single that finalizes the story. Okami’s narrative has often been criticized for being too wonky and uneven, with the proposal that it should’ve ended with defeating Oroshi as the game promised. My rebuttal to this solution is that those who state it overlooked the fact that the Orochi conflict was always minuscule in scale. Orochi’s influence merely oppressed one dinky hamlet on the eastern coast of the country, and the infamous battle between him and Nagi is what put Kamiki as a relevant dot on Nippon’s map. Amaterasu is a God who should supersede the repeated small potatoes prophecy she’s been summoned for to fulfill her potential. When the game raises the scope of the setting and presents a conflict with an unexpected result where the mighty Amaterasu might fail, the story becomes far more interesting.

I mentioned before that I’d divulge why Amaterasu is a wolf, and the reason is that the Kanji character for “wolf” is synonymous with “great god” as a double entendre. As simple and cheeky as this clever developer easter egg is, the subject of why Amaterasu at least couldn’t be a chiseled, human-like God like in Greek or Roman mythology is still subject to discussion. I believe the God Amaterasu couldn’t be human because humans are flawed creatures. We’re insecure, boastful, cowardly, and easily led astray by our temptations: characteristics that can be attributed to the actions of Okami’s various NPC characters like Susano. Take Amaterasu’s rival Waka for example. We don’t want to believe that this pretentious pretty boy (Issun’s words) who butchers the French language is Amaterasu’s empyrean peer because of the humanoid way in which he conducts himself. We see him as unfit to be a messiah of any sort, yet somehow everything he bolstered about his status was true, and he still makes many mistakes like the people his body is emulating. A wolf is a mammal with the same milk of human kindness, but not the complex, frazzled cognitive intricacies that plague the human race. Yami, the root of all evil and the head honcho of every previous boss in the game, is a featureless sphere that is physically removed from any organic life as possible. The contrast between the awe-striking Amaterasu and this barely describable thing at the end showcases a profound connection between animals and man, life on Earth, and the symbiotic, kindred bond that all organic life shares. Now that’s what I call a spiritual awakening.

I still insist on speculating that Okami being released at an inopportune date in gaming’s burgeoning itinerary is the root cause of its lackluster fate because the game sure didn’t falter on quality. Okami is a spectacular reinterpretation of 3D Zelda’s action-adventure foundation that discerns itself from its source with more than a stunningly captivating aesthetic. Admittedly, my Zelda comfort zone associated with meatier dungeons and substantial combat difficulty was not contented in Okami, but the game more than compensates with its own feats of surpassing its source. Okami’s world would beam with effervescence even if it was rendered in muted gray, for the characters' spunk and personality match the shine of the sun. All of the gameplay assets remain useful throughout the game’s duration, and the plot probes something deeper than the traditional hero’s journey from Zelda. In short, Okami is too damn good to leave in the undiscovered realm of obscurity, as hip as its hidden gem status might make it. Who wouldn't like Okami? Now is your chance to rectify the past and play this euphoric, funny, epic, hippy-dippy adventure game.

PowerWash Simulator Review

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