Death, Sharks, Localization

Cleaning up the town of Sharks involves a various step measure. First the streets and then the arcade. Real consequences presented themselves during the fight with Frank. Frank had two knives and then killed Ness! “Ness decided to return after summoning all the courage and energy he had.” I do not know how mustering up […]

Cleaning up the town of Sharks involves a various step measure. First the streets and then the arcade. Real consequences presented themselves during the fight with Frank. Frank had two knives and then killed Ness! “Ness decided to return after summoning all the courage and energy he had.” I do not know how mustering up courage is enough to return from a knife attack.

After various multiple attempts Ness finally defeated Frank. However, a second battle takes place with Frankystein Mark II. That also took several attempts.

Frankystein Mark II

Frankystein Mark II

There were various important things to do that were overlooked over the course of the three gameplays. I had access to an ATM and I was carrying a debit card that my in game dad had loaned me. It contained about $210 but it felt as if though the amount would fluctuate. This was important as I was able to upgrade to stronger weapons with the new found allowance. The town of Onett has so much to offer yet I still felt completely lost.

When attempting to make sense of Ness’ adventure thus far, the comparison I can make is to the Grand Theft Auto franchise. Remove the bloody death scenes, stealing cars, sex and add a meteor and psychic abilities and you get Earthbound. You get the violence early on by “taming” wild animals and eventually the “Sharks.” But as an adult playing through it, I definitely know Ness was not a match for a gang leader with two pocket knifes and the alluded to gun earlier in the arcade.

The game does not take itself too serious which really makes Eagleland worth discovering. Sadly, the Earthbound series was a victim of translation problems, specifically lack of translation and localization of the final game in the series, Mother 3: “Nintendo’s American branch decided that translating the game would be too much work, and too expensive a project, given the limited audience they expected the game to have.” [1] The reason why this is a dilemma is because Earthbound has a great following as well as its potent ability to send the video game community into chaos at moments notice. [2] Maybe if Nintendo has any faith left, they might decide to translate after summoning all the courage and energy they have of attaining success with the localization.

In all its un-localized glory

In all its un-localized glory

1. Anna Anthropy, Rise of the Videogame Zinesters (New York: Seven Stories Press, 2012), 80.
2. Jason Schreier, “The Mother 3 Rumors Are Getting Intense,” Kotaku, February 4, 2016, http://kotaku.com/the-mother-3-rumors-are-getting-intense-1757072418.

Who are you talking to?

Entering the neighbor’s home with both of the children with me. They get punished by their Dad and then the Dad starts to complain about loans that he lent Ness’ father. Apparently, they live in poverty, but the two-story house says otherwise. A small correction, the boys were not punished physically, they are simply not […]

Entering the neighbor’s home with both of the children with me. They get punished by their Dad and then the Dad starts to complain about loans that he lent Ness’ father. Apparently, they live in poverty, but the two-story house says otherwise. A small correction, the boys were not punished physically, they are simply not allowed to eat desserts for a week.

Ness has a treasure hunter friend named Lier X. Agerate, who built tunnels underneath his own home. His discovery thus far is “The Golden Statue.” Taming wild animals with a baseball bat is a great way to acquire goods and gain experience points to level up. NPCs really need to take better care of their dogs because there are definitely way too many wild dogs running around: “Is the mayor going to let them just run around…I’m here to protest!” The town of Onett is currently under attack from sharks.

Onett

Onett

When exploring the world of Eagleland questions regarding realism and realisticness in Earthbound arise. In Gaming by Alexander R. Galloway the amount of representation present within a game divides both social realism and realisticness: “Realisticness is important, to be sure, but the more realisticness takes hold in gaming, the more removed from gaming it actually becomes, relegated instead to simulation or modeling” [1] There are various moments where Earthbound could have been a real world simulator of suburban life with a touch of sci-fi action. So far, in the gameplay that is not the case. Interacting with the citizens of Onett is definitely what really pushes this role-playing game (RPG) further away from realisticness and into social realism. In Eagleland, realism’s “phenomenological qualities,” the “desires…details…defeats,” are present through Ness’ trials of tribulations that came with title of hero. [2]   

There is much to learn about Ness and his neighborhood. Two gameplays have yielded minimal understanding of this environment, but it is definitely not a simulator of the player’s world. Eagleland has buildings and humans that look similar but this world is definitely hiding so much more.  

1. Alexander R. Galloway, Gaming: Essays on Algorithmic Culture, (Minneapolis: University of Minnesota Press, 2006), 73.

2. Ibid., 74.

Keep it down outside!

Earthbound (SNES) starts of with very loud unrecognizable noises. These abstract noises drown the gameplay. There is chaos outside due to a meteor. Yes, mother, Ness is going to go investigate the noise outside. Similar to my first experience with another role-playing game, Pokemon, I spent quite some talking to every NPC as well as […]

Earthbound (SNES) starts of with very loud unrecognizable noises. These abstract noises drown the gameplay. There is chaos outside due to a meteor. Yes, mother, Ness is going to go investigate the noise outside. Similar to my first experience with another role-playing game, Pokemon, I spent quite some talking to every NPC as well as running around in circles due to spamming the “A” button and skipping important dialogue.

Pokey is a nuisance! He lost his brother Picky and blames it on the cops. He now needs the help of Ness to locate his brother. At least we get a bat and dog to take on the journey. The most valuable characters in all this mess are Ness’ parents and sister who make sure he is prepared to go out and become a hero. On our way to locate Picky, we are constantly attacked by crows, snakes and dogs.

The attack sequence is confusing. The animals do not have a health meter and they outclass Ness. There are various stats to keep track of: offense, defense, hit points, psychic points, speed, guts, and luck. Sadly, Ness’ dog is leaves as it wants no part in the investigation of the meteor. We found Picky! A bee from the future comes out of the meteor and begins to share a prophecy and something about Giygas?  Up to this point, nothing really makes sense in Earthbound. “Pokey apologized profusely!” Did I mention how unreliable Pokey is? Instead of attacking he apologizes to the enemy.

The strange world that is Eagleland leaves many unanswered questions. Its sci-fi world building is heavily reliant upon the conventional future beings returning to the past, but the interaction between characters returns the player to the real world feeling of “Would I investigate if a meteor landed outside our home?” I really enjoy feeling lost in this game as the game’s music makes it feel like the right state to be in.

The meteor was bound for Earth

The meteor was bound for Earth

 

One Knight, Two Knight, Three Knight, Four Knight…

One of the greater questions posed by Shovel Knight is, how far can you truly go with a Shovel as your trusted weapon? Putting aside game mechanics and a simple item animation swap, the shovel is what keeps this fantasy world from collapsing. The thought of a knight in shiny metal armor rescuing a fair maiden […]

One of the greater questions posed by Shovel Knight is, how far can you truly go with a Shovel as your trusted weapon? Putting aside game mechanics and a simple item animation swap, the shovel is what keeps this fantasy world from collapsing. The thought of a knight in shiny metal armor rescuing a fair maiden is a commonly reused medieval trope. This game challenges this trope by really pushing a duo rather than woman needing assistance. What is more interesting is that we never see Shovel Knight’s true identity, his armor is dull and not in a shiny metallic color and he is not revered by mostly everyone. He is just a common warrior with a shovel looking for his love interest.

Spoilers

Spoilers

When Shield Knight is finally revealed she comes to the aid of Shovel Knight. The battle with The Enchantress requires synchronization with Shield Knight’s attack pattern which is not as easy as it seemed. Shield Knight turns out to not be a damsel in distress but rather a lost comrade who is really powerful and ends up saving Shovel Knight? (the ending is rather confusing).

This fantasy world is heavily built on medievalism. The Village and the various domains that are inhabited by the Order of No Quarter are all created with bricks and straw and even the mechanical “Clockwork Tower” is perfect for the technology of that time. Actually, flying ships and large robots are not technology of the medieval era, but combined with potions, dragons and magic they are all part of medieval fantasy. Ursula LeGuin writes fantasy is “a game played for very high stakes…an alternative technique for apprehending and coping with existence… surrealistic…a heightening of reality…nearer to mysticism…and those who go there should not feel too safe.” [1] The amount of deaths that were tallied up in the gameplay were high due to the uniqueness of the game’s enemies and mechanics. The constant use of ominous sequences, mystic and dreamy environments, and key soundtrack, ultimately secured the rare quality of reimagining the medieval fantasy world.  

1. David M. Sandner, Fantastic Literature: A Critical Reader (Praeger: Santa Barbara, 2004), 145.

Can you see yourself within the shovel?

The journey of Shovel Knight continues with the exploration of King Knight’s domain “Pridemoor Keep,” Specter Knight’s “The Lich Yard” and the Village. So far in the gameplay, interacting with the various NPCs has become worthwhile. Upgrades in health and magic capabilities have proven useful as the game really challenges the player to master the […]

The journey of Shovel Knight continues with the exploration of King Knight’s domain “Pridemoor Keep,” Specter Knight’s “The Lich Yard” and the Village. So far in the gameplay, interacting with the various NPCs has become worthwhile. Upgrades in health and magic capabilities have proven useful as the game really challenges the player to master the shovel. This is apparent in Pridemoor Keep when Shovel Knight has to maintain a downward shovel attack and jump over countdown spell books. Once the spell book is opened, it opens various others that form a path and once time runs out, Shovel Knight falls into a pit. Recovering, treasures in these situations is really difficult. In The Lich Yard, as well as in the battle with Specter Knight, the lightning in the background is a sign of ensuing darkness which requires the player to memorize where there are void pits and enemies. Ghosts and frogs are really tricky in these situations.  

This connects with Jamie Madigan’s points of “completeness of sensory information” and “cognitively demanding environments” which she uses as a meter of immersion. [1] The more abstract a game is the less immersive a game becomes. In regards to cognitive demanding environments, when the field including Shovel Knight becomes a silhouette, except for ghosts and dim candles/fires, the level has more of an ominous and haunted vibe due to the fact that the player is immersed in the darkness. The Village area is an example of completeness where the NPCs (non-playable characters) add to the immersion as each one provides a humorous quote or a distinctly different feature (examples in my other post).

The final point Madigan raises about “game characteristics leading to spatial presence”, is “a strong and interesting narrative, plot, or story will suck you in.” [2] What is unique about the this game is that the Order of No Quarter is a complete mystery, and so far much has not been said about The Enchantress, as well as the damsel in distress is a knight whose power is about equal or possibly greater than Shovel Knight. The sleep sequences make it feel as if though Shield Knight is dead.

Do it. In the dark.

Do it. In the dark.

1.Jamie Madigan, “The Psychology of Immersion in Video Games,” http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/, (July 27,2010).
2.Ibid.

That’s No Weapon. That’s a Shovel!

The quest begins the Shovel Knight’s backstory. Shovel knight and Shield Knight are both partners who were separated after confronting The Enchantress. Shield Knight disappeared and Shovel Knight is on a quest to find her because he believes that Shield Knight is still alive. A shovel is the main weapon in this game, which is […]

The quest begins the Shovel Knight’s backstory. Shovel knight and Shield Knight are both partners who were separated after confronting The Enchantress. Shield Knight disappeared and Shovel Knight is on a quest to find her because he believes that Shield Knight is still alive. A shovel is the main weapon in this game, which is a unique concept. The shovel is actually not that bad of a weapon. Shovel Knight can jump and aim the shovel downward to perform an aerial attack.The Enchantress and the Order of No Quarter have taken over the land and established separate domains. This game is largely based on medieval fantasy. All currency is referred to as gold regardless if it is a diamond that was picked up. Save points light up when reached and are a crystal ball upon a stand. Upon death, Shovel Knight’s collected treasures sprout wings and float in the exact death location for recollection. A dragon appears! Shoveling walls can unlock secret places that include new treasures. This can also lead to alternative routes. Relics are located on the bottom screen and can be used for added boosts.

Black Knight is a lonely hater of Shovel Knight who doubts Shovel Knight’s power in comparison to The Enchantress. He has an attack in which he jumps in the air and drop straight down with his shovel/lance such as Riku’s “Dark Break” in Kingdom Hearts: Chain of Memories (GBA). Once defeated Black Knight runs away. The dream sequence is beautiful! The song choice really drives the emotion only to then wake up after catching Shield Knight. A bard collects music sheets and provides a side quest of collecting all the sheets. He compensates Shovel Knight by rewarding gold. He can perform any music sheet which a nice feature since the soundtrack is extensive. My favorite interaction is with the hedge farmer who asks the player to shovel dirt: “You really are the Shovel Knight!”

Riku's Dark Break. (linked image)

Riku’s Dark Break.

 

Shovel Knight’s Shovel Drop.

Air Portals 1

Chell soars across the room in her Air Portals and dunks into another blue portal! The crowd goes wild! “Bzzzt!” When I began my play-through of Portal I conjured up my past exposure to science fiction’s dystopian future subgenre through various tabs on my internet browser. Some of the included films were The Island (2005), Total Recall (2012), and […]

Chell soars across the room in her Air Portals and dunks into another blue portal! The crowd goes wild! “Bzzzt!”

When I began my play-through of Portal I conjured up my past exposure to science fiction’s dystopian future subgenre through various tabs on my internet browser. Some of the included films were The Island (2005), Total Recall (2012), and I, Robot (2004). These three films are similar in that they share a futuristic setting with a persistent skepticism by the protagonist of the “reality” in which they live in. Albeit Chell doesn’t talk (gameplay still in progress), there hasn’t been an indication that she is hesitant to progress. With GLaDOS’ constant bickering, it doesn’t feel as if Chell has any choice in the matter as GLaDOS continuously talks about progressing through the rooms as obstacles needed to be completed. Themes that were also included in my research of the genre were Artificial Intelligence, robots, advanced weaponry, distorting space and time, and bionic enhancements.

The interaction with the turrets during my gameplay reminded me of the game Azure Striker GUNVOLT (3DS). I would build a barrier using blocks and hide behind them until I was ready to make my move. Although Azure Striker GUNVOLT is a 2D platform game the game strategies were similar. The aesthetic choices were also similar. The backdrop in Azure Striker is a darkened cityscape and the chambers that hold the various bosses resembled the room structure in Portal. Interestingly enough, one of the bosses in Azure Striker uses portals to make their attacks.

The most important aspect of the game, personally, was the bionic leg enhancements on Chell’s legs. Without the enhancements the portal physics would be pointless. As a basketball fan, the joy in executing 360 degree spins into a second blue portal and soaring out of the orange portal was priceless. Did I mention I am using the WASD + trackpad combination to complete the game?

This notion of intersectionality between various media allows for deeper exploration and appreciation of a video game. Without an understanding of futuristic dystopian sci-fi or personal appreciation of air gliding in basketball, Portal would have been a mundane puzzle platform game.