Friday, January 29, 2016

Is Hype Always a Bad Thing for the Games Industry?

Bethesda's 2015 Release, Fallout 4

I would define "Hype" as a sense of excitement for something that is near impossible to diminish with most details. Hype is typically a blind feeling that you feel regardless of what you should logically be seeing. I am very experienced in being "hyped." Fallout 4 released very recently, November of last year. To say that I was excited is an understatement. I was truly hyped for Fallout 4. I should have seen what was clearly there, a game with a sub-par dialogue choice system, jerky gunplay, and honestly, ugly graphics. But I didn't, all I saw was a a sequel to one of my favorite games of last generation, and it wasn't even crossing my mind that it could be anything less than spectacular. I played through it feverishly upon its release, and for the time that the hype still lasted, I didn't see any problems. After a couple weeks with it though, and after I had begun to see less than I hoped for, I noticed that there was a list of problems that, quite frankly, are unacceptable in a 2015 AAA release.

Hype can easily be used by game publishers to sell copies. This is not all bad, there have been a couple of cases that I have experienced where this could actually be seen as a good thing, but the bad is very bad, and can be just as deceitful as directly lying about the game.


Nintendo's Latest entry in the Super Smash Bros. series, released in 2014 for both the Wii U and 3DS

Another game I am guilty of being blindly hyped for was the two latest games in the Super Smash Bros. series. This was a series that I have had a long history with. I had played every entry before it and loved every minute (at the time of its relevance) and it was always the game of choice when my friends and I would have any sort of gathering. There was rarely anything less than a great time had. The hype for this game likely sold just as many copies as those who were influenced by marketing. Fans of the past entries were going to buy this game when it released. It was guaranteed. I'd like to say this is a bad thing, but I was one of the many people that would go to buy both versions on release date without a second thought.

This could be a bad thing, however, Nintendo did the most respectable thing they could. The game had a very long development cycle, and they made sure that the game they released was of the highest quality and with the most fun value that they could. They supplied post-launch DLC (and true post-launch DLC, not on-disc content locked behind a pay wall) to satisfy the truly dedicated fans. The game was arguably the best that they could possibly make. They just as easily could have just made a rushed sequel with little on the front of new content and just ride on the definite sales that the series' past would bring it, but they didn't, they made an excellent game to satisfy those that were a part of the games powerful hype.


EA's Star Wars Battlefront

As is with any game-selling practice, not all publishers are going to use hype in a respectable manner. One recent example was the release of Star Wars Battlefront, a reboot of the Battlefront series that was popular 2 console generations ago. The series has always been somewhat heavy on the multiplayer aspect of the game more so than any other part, but the latest entry has decided to completely eliminate any sort of Single-Player campaign. Not only that, but many people who purchased the game complained that the game lacked a proper amount of content upon release. In the case of certain games, such as Nintendo's Splatoon, this wouldn't be a problem, as it is easily solved by free DLC. Battlefront did not take that route though, they instead chose to release a season pass, one with an unheard of until this point price tag of $50. Many argue that to truly get the entire game and to be a part of the excitement of the game upon its initial release date, you would have to shell out a total of $110.

Even with all of that content you have after spending over 100 dollars, many people still complain that the game feels rather bare. A graphically gorgeous game with the Star Wars name does not automatically mean a great game. Yet, this game sold over 12 million units so far. That number, no matter how you look at it, is staggering. That is an insane amount of money, especially considering all the seemingly apparent flaws that were discussed above. In case what I have hinted at throughout has not already led you to a conclusion, it is somewhat obvious where the sales are coming from. EA constantly appealed to people's inflated hype and nostalgia for the entire Star Wars brand (Nostalgia is an entire other topic for another day though). People loved the previous Battlefront games, and they became hugely excited by the announcement of a sequel/reboot in 2013. For a long time, all that fans had to go off of was a cinematic teaser, yet so many people would defend the game before they had even seen it. These people were far from scarce, there was a huge number of them, enough to sell 12 million units regardless of the mixed reception. EA knew that they had a less than great game, so instead of stopping and trying to build it into a truly great product, they released their arguably unfinished game, knowing that hyped consumers would blindly purchase it. This is a very shady practice, one that many publishers have used in the past, and one that they will continue to be used in the future if consumers don't learn from the mistakes of their past.


Naughty Dog's Upcoming Uncharted 4: A Thief's End

So, do I recommend that we eliminate our hype as a whole? Absolutely not. I am a gamer first before I am a writer, so I take part in hype as much as a lot of consumers. I love the feeling of being hyped for an upcoming game, and it makes the wait for new games far more exciting. It also makes the enjoyment of a new game even more enjoyable if it lives up to or surpasses your hopes. I am looking forward to a number of games in the coming months such as Fire Emblem Fates and Uncharted 4. The key is not to stop being hyped, but to allow yourself to be logical at the same time. I am hyped for both of the games I listed above because their developers, Intelligent Systems and Naughty Dog respectively, both have a tremendous track record of top-quality games, and both are entries in series' with strong pasts that are nearly impossible to do wrong with their level of establishment. I still make sure that I don't allow myself to get hyped for games I don't have this level of certainty about.

There are a couple actions that you can quite easily take to avoid dangerous blind hype. For one, do not preorder games. Publishers' use of the preorder has become quite sketchy lately. They encourage customers to give them money in advanced and promise to buy the game before they can be sure of its quality, with the only thing they are really offering being a small piece of downloadable content with no tangible monetary value. Waiting until the actual day of release to go out and purchase the game gives you time to look at the reception and decide if the game is worth your money, and if enough people took this action, it would deter publishers from continuing in their shady business practices. 

So I encourage you to continue being hyped for the latest entries in your favorite series' or the newest IP from your favorite developer, just do so with an ounce of objectivity, see through publishers' reliance on hype for sales and decide if you buy a game based on whether you think you will enjoy it first and foremost.

What games are you hyped for in 2016? Are you guilty of sometimes being blinded by your hype for a game? Let me know in the comments or however you see fit.

Have a tremendous day.

Friday, January 22, 2016

What Makes Undertale One of the Finest Examples of Progressive Gaming

Toby Fox's Undertale

Undertale is one of the finest games to release in 2015. Produced by independent developer Toby Fox after a successful Kickstarter campaign, Undertale subverts expectations by turning a number of traditional game mechanics on their heads. I spoke a bit about one of the many great aspects, the music, in a past article. But today, I'm not here to talk about the game design, I'm here to discuss how Undertale shows its talent in the art of subtlety by presenting the audience with "alternative" groups of people with a strong sense of normalcy. I will not be spoiling any plot details of the game, only discussing a couple of characters.

To start, the protagonist, as seen on the left above, is a genderless character. There is no default name, and the character, in their pixelated form as well as in the official art, lacks any features that distinguish them as either male or female, only as a child. The character is a blank slate for the player to take control of, and the player is free to characterize the character in whatever way they please. Whether they'd like to make gender a part of that is up to them. This is an intelligent way to present a silent protagonist. 

Female Character, Undyne

Another character that avoids typical gender roles is the female knight, Undyne. She is certainly one of the strongest characters in Undertale, as well as one of the most positively thinking. There are a long list of characters in the game that express adoration or great respect for Undyne and her strengths. She is far from so many games representations of women as inferior or as objects. Of course, all main characters in the game, regardless of their gender, and including Undyne, are well developed to make them likable and real. 

Royal Guards as they appear in battle

The two Royal Guards shown above are not very developed characters, with only two potential appearances total. These characters are both male, and they are said to be in love. They are shown to be very strong companions, and in battle, they confess their love for each other. They are homosexual, but it is never directly stated to be so, they are just presented to be in love, and the fact that they are both men really is not an essential detail. There is another same-sex couple later in the game that follows the same idea; two women that are in love, but the fact that they are both women does not define the relationship and does not need to be directly pointed out. Both of these instances take something that some people like to say is an "alternative" way of being, and present as it truly is; normal, presented no differently than if it were a couple with two people of the opposite gender.

Undertale is one of the most human games in recent history, even if there is only one human to be seen. By this, I mean that the things that are presented are very personal for those who are a part of those "alternative" groups, and their presented in the best way possible. It is also capable of evoking understanding in people who are not a part of these groups and perhaps lacked acceptance of them before. I commend Toby Fox not just for the excellent game design in Undertale, but also for the work he did in the writing, presenting things in such a normal fashion, even if some people would typically not think of them as such. It's a courageous thing to do, and I hope the influence it has can continue to be felt as the game industry keeps pushing forward.

What are your thoughts on Undertale and the topics discussed above? What games do you think are best at using subtlety to be progressive? Please let me know in the comments or however you wish to.

Special thanks to Lonche Thrash for keeping me on track while writing with his immense knowledge of Undertale.

Have a tremendous day.

Friday, January 15, 2016

Why The Legend of Zelda's "Linkle" is a Wonderfully Progressive Figure

Nintendo's New Heroine of the The Legend of Zelda Franchise, Linkle, as she appears in Hyrule Warriors.


Linkle is a very interesting case. Regardless of what developers may say, she is undeniably a female reimagining of the main character of the The Legend of Zelda series, Link. A lot of people love her. A lot of people hate her. I'm not here to dispute for either side, I just feel the need to point out the wondrous implications of Linkle's mere presence.

For those who don't know, Linkle is slated to appear in both the Wii U and 3DS versions of the Zelda spinoff game, Hyrule Warriors. She uses crossbows and has many of the physical characteristics of the already somewhat androgynous Link. The argument against her that says she is a third party designed character is null, as lead Zelda producer Eiji Aonuma was heavily involved in both her design and inclusion in the game. Aonuma has also publicly stated his intent to consider her for future main entries into the series. 

Linkle has an absolutely brilliant visual design. While she may not have any revolutionary design choices, she is nonetheless a visual treat and really just adorable. She is animated as well as any other character on the roster and even has a light amount of backstory within the game. Linkle is also a weird name. It sounds quite similar to some juvenile words, and just adding the "Le" to Link's name seems like an odd choice on the designers part. It needs to be stated though, that using this as an argument against her importance as a symbol is as immature as denying a female character the right to be the main protagonist of a game.

Concept art of Linkle that was first revealed upon Hyrule Warriors initial release.

Link has been the protagonist of the Zelda series for decades. He is a individualized character, yes, but he is first and foremost what his name implies; a link between the player and the experience. His name can be changed to the player's own and the experience can be made yours instead of his in many ways. He is the hero, and gender doesn't influence that whatsoever. He is already as close as you can get to a genderless character of human like design, considering the design goes for stylized photorealism in certain games. Linkle just seems to be a natural step for the character, adding the option of gender choice at the beginning of the game so that the player can again have an enhanced sense of connection to the experience.

The argument that she is going to replace Link is out of place. In no way would she replace Link, there would simply be the option to choose between a male and a female main character before the player begins their journey. And the argument that it is tradition for Link to be male is also rather silly. Consider how many facets of our lives would not exist if we lived in a society that stuck solely to tradition. A game character's gender shouldn't need to stick to tradition if the character is a mostly trait-free link for the player to the game.

Regardless of whether or not you like Linkle's name or design, what she represents and the huge step forward she could be for gender equality is indisputable. In a game all about your journey, the gender of the vessel that carries this out should not be a predetermined thing. The addition of options to satisfy a wider audience, all without taking away from the people that are happy with the past design would be a brilliant step, and one that I would love to see Nintendo make.

How do you feel about Linkle and what she represents? Please let me know, share your opinion, especially if it differs from my own.

Have a tremendous day.

Friday, January 8, 2016

Why Video Game Music is My Favorite Music

I listen to a variety of music genres, but my favorite, without a doubt, is that of video game music. Many people argue that Video Game Music is not in itself, a genre, because the genre of that music can easily be something different, even if it is featured in a game. I am not here to settle that argument, I simply want to share why I love music from video games more than from any other medium.

When you are playing a video game, the music is one of the most forefront aspects that you are experiencing. Unlike in, say a movie, where you need to focus on dialogue and interactions between characters, in video games, you are performing actions with the music becoming a part of the experience, whether this experience be a challenging RPG Boss Battle or your intense trek through the antagonist's stronghold. The music is a major part of the experience, enhancing it, establishing a mood and a connection to the action. 

Kojima Productions' Metal Gear Solid V: The Phantom Pain.

After giving Kojima and his team a rough time last week for character Quiet's outfit, I figured it was only fair to point to some of its amazingly strong points. Throughout the game, a number of different sound clips were repeated, two of which being women singing. As the game progresses, both are used in full songs that are emotionally charged. The first of these is "Sins of the Father," which utilizes the frequently used "Woah" (for lack of a better term) in a show-tunes-like song. The sound was one that most players had grown largely familiar with throughout the course of the game, and using it in a situation different than all of the previous enhances the potential emotional impact, all of this done in a situation that is considered to be MGS V's equivalent to the third entry's "Ladder Scene". Another song that did the same, this time with Quiet's familiar humming, was "Quiet's Theme" (the theme contains some potential spoilers for the plot of the game, if still interested, click here). The song does the same thing, using familiarity in its introduction to carry an impact. It also has plot significance that no player would realize until after having finished the game. This song certainly subverted the familiarity of the humming to create the biggest impact possible. Speaking of games that subvert expectations...

Toby Fox's Undertale.

Undertale is one of the finest games of 2015, it takes what years of playing video games has taught you as the player, and turns that on its head. Talking about the greatness of Undertale is another subject for another day. For now, I want to discuss Megalovania. The first time I heard this song, I had just begun the game and had developed no real attachment to it. I just thought the song was some great and fun music. You hear this song exclusively in the "No Mercy" playthrough of the game, the playthrough in which you have to kill every character that you had grown to love in your other run(s) of the game. This run of the game is not just sad, it is guilt inducing. After having experienced the entirety of the "No Mercy" run, it was impossible for me to listen to Megalovania as "some great and fun music" any longer. I had developed an association with the song that had changed what the music meant to me and the emotion it made me feel.

Associations with music are far from exclusive to video games. However, what I think makes those associations special is that in many cases, video game soundtracks are written with the intent of developing those associations. Toby Fox knew full well in what circumstance you would hear Megalovania, and he knew what it would be followed up with. Most game composers know the scene that they are writing music for before they begin, and they seek to enhance the tone that the game is attempting to create. Music written on its own can try to foster certain emotional reactions, but because there is no way for them to know when you will hear the song for the first time, they have no control over what your association will be, while in most games, they do.


YouTuber "Smooth McGroove"

Another reason I have such a fondness for video game music is one of the reasons I (usually) love video games as a whole: The Community. Smooth McGroove is easily one of my favorite people to watch on YouTube, and in my opinion, also one of the most talented. He creates acappella versions of beloved video game songs, tapping into the previously discussed associations as well as most peoples love for hearing new and unique sounding music because of the different sound his voice brings. Smooth McGroove is just one of an huge number of talented artists all over the internet that puts their own spin on well known music, with a countless number of songs having gotten a somber reimagining, as well as songs getting remixed to sound more fitting in a club setting.

I can't help but love any art form that inspires other art through its beauty. Video game music can be brilliantly crafted, that cannot be disputed. Many songs used today in video games could pass for many different genres aside from "Video Game Music." I love most types of music and can listen to a number of bands and artists frequently, but the songs I find myself coming back to time and time again, and for multiple hours sometimes, are the songs that come from video games. The associations I carry of them can almost always create whatever emotional response I am looking for, whether I need a song to get me cheered up, or a song to slow me down and let me lie comfortably in a low place. 

Please let me know how you feel about video game music, perhaps share the song that you have the strongest association with. Thank you for reading.

Have a tremendous day.

Friday, January 1, 2016

Is There a Problem with Sexy Video Game Characters?

Sexuality is a normal thing, its something that the media sometimes likes to make look horrible, but it is a normal thing regardless. Its place in entertainment cannot be refuted in the slightest. And in video games, there are an abundance of "Sexy" characters. Many people detest this, they claim that it is degrading and is damaging the minds of our children (as an aside, if you think something is damaging to your child, don't buy it for them). My personal belief is that sexiness in a game is fine, sometimes. It's a circumstantial issue, and I'll be delving into a number of these circumstances.

Bayonetta, the lead of Platinum Games' Bayonetta series.


Bayonetta has been the target of many people's arguments regarding sexuality in video games. Many people call her little more than an object developed for the male gaze. I disagree. In this specific instance, there are a number of things that should classify Bayonetta as acceptable. With a full understanding of the context, Bayonetta is one of the strongest characters in gaming, capable of facing and taking down threats far bigger than most male characters had ever seen. Her sexual personality is her own doing, she chooses to be over the top, even if a writer did make that decision. Though a couple of shots within the game may be very suggestive, there is never any actual sex in the game. And a key thing to note is that she is a cartoon character. Yes, she has some photo-realistic characteristics, but the game chooses a style largely akin to anime; Japanese cartoons. This argument of her being a cartoon character carries over into a number of games, one major example being the upcoming Street Fighter V.

Female fighter, Cammy, as she appears in Capcom's upcoming
Street Fighter V.

Street Fighter V is shaping up to be a truly gorgeous game, but it is not realistic. Characters are capable of summoning ridiculous powers; shooting giant fireballs or performing spiral kicks while levitating above the ground. The characters having clothing choices that are less than suitable for the real world is not a serious issue, its just the way that the designers choose to portray their characters. I do have a problem with this game that I did not have with the previously mentioned Bayonetta. Street Fighter V will have 16 characters upon release, 11 are male and 5 are female. 6 of the male characters have completely unbelievable body proportions, which is not an issue, but all of the 5 females have somewhat realistic proportions, with 3 of them certainly being sexual in nature and a 4th arguable as well (that being Cammy from the picture above). Some of the men are less than fully clothed, but they are among those with cartoony proportion characters, and considering them sexual is near impossible. I do not necessarily have an issue with the 3 or 4 sexually designed females in this game, what I have a problem with is that it is solely women. Sexy character design in cartoony games is not a problem, unless it becomes exclusive to female characters.


The main character of Japan exclusive Mobius Final Fantasy.

The above picture shows how the design of the main character of this Japan Exclusive Final Fantasy game was changed after he was perceived as being too sexual. Any look into the franchise's past will show that they have no problem sexualizing female characters, which again in a cartoony game isn't the issue, but there is not a sexy male in sight. This character, while not mainstream, could have been a significant leap for Square Enix in the right direction as far as sexuality in games. Sexuality in cartoony games is an okay thing as long as it remains gender blind. Gender bias is far from the sole issue in sexual characters in gaming though.

Female character Quiet as she appears in Kojima Productions'
Metal Gear Solid V: The Phantom Pain.

This entire piece has been focused on sexuality in cartoony games, something I am okay with if the gender bias weren't so prevalent. Sexual characteristics in realistic games is something else entirely. Metal Gear Solid V has many cartoony scenarios, and in more ways than one, it is not believable. However, the graphical style chosen is one of realism. At glance, many screenshots of this game could be mistaken for photographs. Quiet is a side character that the player has a large amount of control over regarding the frequency of appearances. She is also dressed in a stupid outfit. 

She is in combat situations, and her sheer lack of clothing would neither protect her nor disguise her. The only tangible thing the outfit does is satisfy a couple of immature mens' wish for a super sexy character. For the most part, her defining characteristic is her lack of characteristics. She is actually a rather interesting character from a critical standpoint, but taking her and her story seriously while she is dressed like she is above is impossible for most people, including myself. In many situations, watching is actually uncomfortable, and all of that is so unnecessary. The story's "justification" for the outfit is thin, and written just for the reason of getting her in as little clothing as possible. It adds next to nothing to the overall story, and its exclusion would not in the slightest damage the plot as a whole. All of this, and the gender bias is at its finest yet again, with no male characters being dressed sexually at all.

Sexuality in video games doesn't have to be a problem. If the game is cartoony, and if objectification is avoided through character development and gender equality, the sexuality should not be bothering anyone. As far as something that you can do to cause a real difference, sadly, there isn't much. Boycotting a game with poor representation is a somewhat meaningless effort, as the number of people that would actually do so is way too small for there to be a visible difference in sales numbers. So what I would recommend: Let the developers and publishers of the games you love know what you don't love to see. Unless the game you are talking about is selling because of its use of sexuality (DoA Volleyball titles), most fans wouldn't care if a character they loved was a little less sexy, or if a character of the opposite gender was made a little more sexy. Sexy video game characters are not a problem, only certain ways that they may be conveyed are.

Ultimately, whether you think sexuality in gaming is acceptable is up to no one but yourself. Please let me know in the comments or on social media how you feel about all of this.

Have a tremendous day.