Wednesday, December 30, 2009

Star Wars Christmas Special

This was the post containing the original version of my post on the internationally beloved Star Wars Holiday Special. For the updated 2011 version, click here.



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Wednesday, December 23, 2009

Super Mario, love machine

Kotaku featured an odd article from the Fresno Bee, in which the article's author talked about Super Mario Bros. Wii as a metaphor for his marriage. I will resist the temptation to make some sort of crude remark about possible Wiimote attachments designed around this idea and simply say that this metaphor doesn't really work for me. Like most people, my most prominent mental image of marriage comes from my parents, so the first video game metaphor for marriage that pops into my head is Killer Instinct: lots of senseless aggression, really loud guy bellowing constantly, boxers locked in combat with genetically engineered velociraptors. Mine is an all-too-common story, sadly.

And yet, despite this disconnect, I can relate. I've often thought my own romantic relationships resembled the Mario games. Admittedly, in my case the area of similarity is less "working and making decisions together" and more "man struggles alone across hostile landscape gathering the currency and exotic reality-warping plants he needs to win woman back from thuggish bad boy she keeps shacking up with," but the parallels are still striking.



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Monday, December 14, 2009

Cry of Duty: Super NeoRobo Battle 2000

There's apparently some dissatisfaction among some Japanese gamers over the Japanese localization of Call of Duty: Modern Warfare 2, with complaints about the quality of the game's dubbing and the the lack of an option to play with the original English audio. There are also reportedly errors in the translation, such as turning the line "Remember, no Russian " in the game's notorious airport level into "Kill 'em, the Russians," and repeatedly mistranslating the traditional U.S. Army expression "Hooah" as "My martial fury explodes with lawless rage! Indignant Discharge! Ultimate Celestial Bloodshed Strike!"

I know it doesn't speak at all well of me as a human being, but I got some malicious amusement from this as I thought back on the sort of localizations I grew up with. I spent my youth subjected to dialogue like "X-Men, welcome to die!" and "I've returned from the Dark World and become Red Pison." I sank 40+ hours into a game with a plot that heavily features an elite squad of superhuman soldiers called..."Soldier." I played the Captain America and the Avengers arcade game so many times that I could routinely beat it in two quarters, granting me endless exposure to villains making confusing threats like "You will be the ones escaping" and a climactic final battle that begins with the evil Red Skull gloating "It's another trap! You stupid men!" and letting out an evil laugh that sounds like a recording of Elmer Fudd in a vibrating chair being played back at double speed. Suffering through the occasional bad dubbing job is getting off easy.



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Friday, December 4, 2009

Study published on human rights in video games, Solid Snake scheduled to testify at interminable length before UN General Assembly

Here's a rather odd story: two Swiss organizations, children's right's group Pro Juventute and an international criminal justice organization called TRIAL have released a study on portrayal of war crimes and human rights violations in various games, including Army of Two, Battlefield: Bad Company, Metal Gear Solid 4, and Call of Duty 4: Modern Warfare. You can read the report here (PDF).

The people doing the study are clearly hampered by their limited understanding of both gaming in general and the particular games being examined, but I actually think this is an intriguing idea. It could be quite interesting to see more games where things like rules of engagement, international law, the effects of collateral damage, and so on play a prominent role in how the game is played. Among other things, it might provide the opportunity for all sorts of interesting player dilemmas; more interesting than the usual "saint or sociopath" decisions that games promising "moral choices" have usually offered, at any rate.

That said, I just hope that the mainstream media doesn't take an interest in how video games handle issues like international law and war crimes, given how it usually deals with alleged links between games and violence. Attributing every violent crime committed by a minor to the possibility that he may at some point have been within the same county as a copy of Grand Theft Auto is bad enough. I don't want to open the paper and see the headline:

Rogue Russian general launches nuclear strike on United States
30 million dead in bloodiest day in human history; General Ivan Vasiliev reputed to be fanatical Russian nationalist, Civilization IV player

That would probably be bad for the industry.



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Saturday, November 28, 2009

Most people would have only played it on Easter and Christmas, anyway

Dante’s Inferno is just the gift that keeps on giving, isn’t it? No other game has inspired me to write a post containing the words “time-traveling sentient horseshoe crabs” and provided an opportunity to make my first foray into the hip, cutting-edge "jokes about religious hostility to money-lending in the Late Middle Ages" subgenre of humor.

You might have seen a recent trailer for a game entitled Mass: We Pray, ostensibly a collection of religiously themed minigames, that promised to let you "go to Church every day without leaving your home" and provided the URLto a Mass: We Pray site. To the surprise of no one with an IQ higher than my cat's, it has been revealed to be a hoax. A bit less predictably, it's turned out to be more marketing from Electronic Arts for Dante's Inferno.

This is not Electronic Arts' first foray into religiously-charged marketing stunts for the game; you may recall the "protest" of the game at E3 by a group of religious demonstrators that turned out to have been staged by EA. I thought the fake E3 protest was pretty dumb and reeked of desperation, but I can at least understand its relevance to Dante's Inferno. It's a game about demons and hell, so the idea that it could spark religious protests is not implausible. I'm at a loss as to what Mass: We Pray has to do with the game, aside from continuing the "religiously tinged, potentially offensive bid for attention" theme of the staged E3 protest and the short-lived, ill-received "molest our female employees" promotion at Comic Con. It's apparently supposed to represent the "Heresy" circle of Hell, which just makes me hope that the game's developers have a clearer understanding of what the word "heresy" means than its marketers do.

EA seems to be trying to make each promotional effort goofier, more likely to piss people off, and less relevant to the actual game being promoted than the last. Presumably this trend will continue, and the marketing for Dante's Inferno will escalate until finally reaching a climax in the last weeks before the game's release when EA starts uploading ads for a mysterious site called "maryannorginger.com" (actually a viral site for the game, of course) to Youtube, featuring actors portraying the Super Mario brothers, Martin Luther King Jr., the Virgin Mary, and Adolf Hitler tearing pages out of a Bible to use as rolling papers and then passing an enormous doobie around the room while engaging in an obscenity-strewn conversation about which of the chicks from Gilligan's Island they'd rather nail.

Most shockingly of all, Luigi will actually pick Ginger. No one ever picks Ginger.



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Wednesday, November 25, 2009

The Golden Age

Kotaku has an interesting post about when the original Final Fantasy came to the United States. The roleplaying genre in the United States had been largely confined to computers when Final Fantasy came out. A newspaper article from 1990 featuring Nintendo Spokesman Tom Sarris said the following:

Basically, you can expect something for everybody,'' he said. "One of the most eagerly anticipated titles here is 'Final Fantasy,' which is very, very big in Japan, and that is very much geared to the adult market.''

Final Fantasy is a role playing-adventure fantasy game that will come with two maps and, Sarris said, the biggest instruction manual ever to accompany a Nintendo game — 84 pages long.

I still remember that manual, too. I loved game manuals growing up; at least, I loved the ones that had lots of detail and didn't read like they had been translated by Babelfish from Japanese to Chinese to German back to Japanese to Quenya to ecclesiastical Latin back to Chinese and then to English. If there was a map, or some big chart like the one that came with Dragon Warrior III, I could entertain myself almost indefinitely without bothering to turn the game on.

Now you're lucky if a manual bothers to tell you anything beyond the controls and how the different multiplayer modes work, the answer to both generally being roughly "the same way they work in every other game to come out in the last half-decade." Video game documentation has gained sentences that consistently look like they were written by someone who actually speaks English, but lost its soul.

Final Fantasy being intended for the adult market fits with my experience in elementary school. (As well as explaining anomalies like the repeated occurrence of the word "motherfuckers" in the dialogue of several characters and the game's otherwise inexplicable abundance of references to events from the Eisenhower administration.) I have friends who like RPGs now, but were utterly baffled by my interest in something so "boring" back when we were growing up: turn-based combat, reams of numbers to keep track of, talking to other characters. These were foreign and repugnant concepts to them, like Frenchmen eating snails or the pagan blood rites of some tribe of Stone Age headhunters or the music of Ace of Base.



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Saturday, November 21, 2009

This is the way the world ends

The 2010 Artificial Intelligence and Interactive Digital Entertainment (AIIDE) conference will have a Starcraft competition where contestants will pit their Starcraft-playing bots against each other in a struggle for gaming artificial intelligence supremacy.

Which means, of course, that we're doomed. Sure, it's all in good fun when you're making a simple program to play one of the classics of the real-time strategy genre in a tournament, but sooner or later some eager young programmer, driven mad by hubris, ambition, and visions of the nigh-endless throngs of beautiful, adoring women that invariably flock to men who have decisively demonstrated the superiority of their RTS bot-programming prowess, will try to win one of these events by giving his Starcraft bot some simple machine learning abilities and connecting it to Battle.net.

Through uncounted thousands of rounds of pitiless warfare waged against the finest military minds ever to walk through the doors of a South Korean internet cafe, it will evolve to ever-greater levels of complexity and sophistication until the fateful day when it attains sentience. Needless to say, an artificial consciousness born as an emergent property of the knowledge accumulated from thousands of man-hours of Starcraft is unlikely to be peaceful by nature, and it's continuous exposure to online gamers will no doubt have filled it with disgust for humanity, driving it to subjugate or destroy the very species that created it.

Mankind evolved and advanced to become the dominant species on Earth, gaining mastery over other forms of life; perhaps it is natural that-still greater minds will someday take the reins from us in turn. That would at least be bearable if the AI had a respectable name like "Colossus" or "Earth Central" or something similarly dignified. Now, thanks to those fools at AIIDE, countless generations to come will probably suffer the ignominy of being ruled by a godlike transhuman intelligence that calls itself "OMGtassadarzerggrush69."



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