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Historical perspective on videogame appreciation
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Kurenai




Joined: 06 Dec 2007
Location: Mexico

PostPosted: Thu Dec 06, 2007 5:10 pm    Post subject: Historical perspective on videogame appreciation Reply with quote

A certain trait found on classic game reviews has been bothering me for a time now. I've seen it in some Action Button reviews, rampant in lots of game forums (mostly by young posters) and just yesterday while looking for information in Wikipedia about the Saturn version of Resident Evil. There I found a choice paragraph that led me to question a few things about how we treat vintage games. Here it is:

Quote:
The gameplay environment consists of polygonal 3D characters placed over prerendered 2D backgrounds. As such, the game relies on pre-determined camera angles as opposed to a real-time camera. As a result, the game uses a "tank-like" control scheme. Instead of the player moving the character in the direction pushed on the control stick, the character instead moves forwards by pressing up, backwards by pressing down and will turn on the spot by pushing left or right directional buttons. Many of the series' detractors have criticized this control scheme, claiming that it is confusing and unsuitable for a third-person game.


Technically, it's accurate, but reading it, I'd squirm in my seat and think, "well, yeah... nowadays!" Innocent as its writing might had been, it smacks of revisionism, or at least of a skewed historical standing: the writer assumes that the game was always controlled with an analog stick (it wasn't); it uses the "tank-like" description that, while accurate, has always carried a negative connotation, mostly by contrast with "normal" 3D control; and ends again with a true fact, the blasting of the series for its awkward control scheme by detractors, but without mentioning that that's only in light of more advanced and recent control configurations and that, at the time of its release, it was a novel and clever way of dealing with simulated 3D spaces.

Now, before somebody thinks I'm criticizing Wikipedia, let me repeat that this is just but one example. Recently I came across a thread called "What ever people saw in Ridge Racer 1?" and, no offense to the original poster, but my first impulse was to post "You weren't there!". I remember poring over Super Play magazine and drool at the importers ads, astounded by the fact that you could play something like that AT HOME. I mean, what looks trite and primitive today rocked our faces back then: what looks like a bunch of triangles now was almost life-like in comparison of the best games at the time.

This is where conflict enters: I was born in 1979. All my life I've been in the most privileged position as I grew hand in hand with videogames, enjoying their achievements and missteps in real time, as they happened. Except maybe for Pong and Space War, I've been there when all games were new. I remember the initial impact, the way they paved the way for what we play today.

Now, when some teenager, who might have the brightest opinion of today's games, grabs an ISO of Tomb Raider or Resident Evil and shits all over them for being slow, ugly and primitive, or worse, calls well established SNES classics "overrated" in an effort to demystify them, I get angry... but I also feel it's unreasonable of me to expect them to get the whole picture. To see them for the monumental achievements they were in their time. To approach them like I did, as a blank slate, enjoying an awkward camera for the first time or playing a SNES platformer without comparing it to Symphony of the Night.

After all, shouldn't games be judged in the same way of movies, based on their own merits, detached of their original environment? I strongly believe that in 2007 it's correct to say "Final Fantasy IV is a great game" instead of "Final Fantasy IV was a great game". Games stick around, and twenty years from now people will still be discovering them via emulation, warts and all, and will be submitted to the harsh judgment of people who have seen better. Gears of War or Shadow of the Colossus won't be new or original for them: they will be primitive forefathers.

Now, the more I think about it, the more I find a difference between games and most established mediums of communication: the medium of videogames is in the most unusual position of having the content being dictated by the available technology at a given time. Film, for example, has remained the same pretty much since the introduction of color, and even before that it had developed a basic, solid vocabulary that allows us to enjoy a thirties film just as well as a modern one. Not so with videogames: to make a parallel, had film been in the same situation, at first we would have nothing but cartoons for a while, and then suddenly real life actors-- but just two at a time, crowds would be impossible to film. See what I'm getting at?

(Actually film was in such a position in its early stages: watch an early Mickey Mouse cartoon and you would find no plot at all, just gags, as they hadn't developed storytelling, at least not for just one reel. Film got its act together fairly quickly, though.)

For the longest time I'd fear that my "call" to see the games in their original context was a way to validate my own nostalgia-clouded judgment. So I never said anything, really, thinking it was just a quirk of mine. The one thing that kept bugging me, though, is this: what about the new games, and the way we judge them? Is the shock and delight that we feel confronted with an original and revolutionary idea something that is to be discarded and not taken into account when five years from now that idea looks so basic, confusing, even awkward by future standards?

It's not about nostalgia. It's about the nature of the medium, always evolving, always learning. In an ideal world, people would be educated if they are to approach classic games, not to force themselves to like them, but to curve their expectations to a realistic level. I can't even begin to describe the frustration I feel when a reviewer sums up his or her experience with a "I don't see what the fuss is about". Perspective would help you put aside all the refinements the genre has seen to this day and appreciate the bold steps the game took to get it there.

But maybe that's impossible. How do you trick yourself into believing something is new, specially when you know firsthand better and prettier versions of it? I don't know. As I said, I'm in a unique position, but as a lot of you grow older you might begin to feel the same, only instead of crude and primitive SNES and PS games being attacked it will be with crude and primitive PS2 and Xbox 360 games.

So, my advice to anyone who tries to tackle a game released before his or her time, would be to not try to be a smartass and declare "well this isn't fun now and people who thought they did have fun back then where just deluded and didn't know any better", because you'll be just making an ass of yourself. Saying that condemns all of gaming, past and present, as even our beloved classics of now would be easy prey to the more jaded and young. There's a difference between reverence and respect.

My question to you would be: what do you think of this approach, of contextual appreciation? Does the unique nature of gaming as a medium should somewhat excuse it of the rule "if it was good then, it is good now?" Or are the surpassed games doomed to be forgotten and ridiculed?

Cheers and happy rebirthday IC forums.

--Kurenai
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jiji




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 6:04 pm    Post subject: Reply with quote

I'm pretty much in the same boat as you. The ephemeral nature of games, and the way it affects people's perspectives, is one of the things that annoys me most about the medium right now.

Games should never be dismissed out of hand for dated technical aspects, and perspective (i.e. knowledge of context) is absolutely required when somebody is playing an older game, whether for enjoyment or for historical interest. This situation will probably persist until game technology evens out somewhat (if this ever happens). We probably can't expect the average user to keep an educated point of view when playing older games, especially with new users being introduced to the medium all the time.

But I don't think it's too much to ask for reviewers and other game writers to learn a little history and have some perspective. It would go a long way toward showing younger players how to look at and understand older games.

The Virtual Console is a good instrument for this, too, I think.
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Thu Dec 06, 2007 6:08 pm    Post subject: Reply with quote

Yeah, I've already pointed out the tragichilarity of the Golden Axe review on actionbutton. If you weren't there, you must really try hard to see what it was that made those old games so great at the time. Just randomly shitting on them just because they don't play like Gears of War or whatever will simply not do.
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sethsez




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 6:15 pm    Post subject: Re: Historical perspective on videogame appreciation Reply with quote

Kurenai wrote:
Film, for example, has remained the same pretty much since the introduction of color

Which came decades after the creation of the medium, and then took decades more to become the norm (were games put on the same timeline, we would have had the beginning of the talkie area around a decade ago). And I'd certainly disagree that film hasn't changed in fundamental ways since then, as new techniques have had a massive impact on how films can be made, though they're not as blatant as, say, bump-mapping is in games.

Quote:
(Actually film was in such a position in its early stages: watch an early Mickey Mouse cartoon and you would find no plot at all, just gags, as they hadn't developed storytelling, at least not for just one reel. Film got its act together fairly quickly, though.)

Mickey Mouse was created in 1928, and storytelling in film had certainly evolved beyond a series of gags by that point.

In any case, I somewhat agree, but only to a point. There's definitely something to be said for understanding the context of a game's release environment, but at the same time there are enough classic games that hold up extremely well that I'm inclined to say they shouldn't be cut too much slack. Time has certainly re-evaluated plenty of classic films as well (how many times have you heard The Greatest Show on Earth mentioned? Academy Award winner, now considered borderline embarassing), so that's hardly unique to videogames either, the main difference being that most of us are old enough to have nostalgia for the NES days but young enough to not have nostalgia for a film from 1952.

And honestly, I've gone back and re-evaluated many games I once loved as well. I've only come to love Exile more, yet Battletoads now strikes me as a poorly-balanced mish-mash of a TMNT cash-in (I'm aware many still love this game, however). Sometimes context can be extremely helpful in understanding how a game can be entertaining, but other times it can just show you how once-beautiful production values were hiding a mediocre experience. Some things age like fine wine and some age like a loaf of bread, but that's something that only the passage of time can tell.

jiji wrote:
Games should never be dismissed out of hand for dated technical aspects

I agree with this completely.
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professor_scissors




Joined: 06 Dec 2007
Location: West of House

PostPosted: Thu Dec 06, 2007 6:23 pm    Post subject: Reply with quote

This is why I tend to replace "(Old game) is terrible, what did we ever see in it" with "(Old game) didn't age well."

Because a lot of old games are still fun, but some of them are not! That is how evolution works.
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Thu Dec 06, 2007 6:28 pm    Post subject: Reply with quote

If I played a game at the time and had fun with it I will always be able to have fun with it. Working from there, I can have fun with other games of the era which I didn't play at the time. Seeing as my first game was Pong (not Spacewar) I can enjoy practically any game as if I had travelled back in time. Obviously, I mean the good ones, not the bad ones.

It's all in the mind, really.
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professor_scissors




Joined: 06 Dec 2007
Location: West of House

PostPosted: Thu Dec 06, 2007 6:31 pm    Post subject: Reply with quote

achilles wrote:
If I played a game at the time and had fun with it I will always be able to have fun with it. Working from there, I can have fun with other games of the era which I didn't play at the time. Seeing as my first game was Pong (not Spacewar) I can enjoy practically any game as if I had travelled back in time. Obviously, I mean the good ones, not the bad ones.

It's all in the mind, really.

Well, that's great for you, but in the big scheme of things, not a lot of people share your sense of timelessness when it comes to games.
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Thu Dec 06, 2007 6:39 pm    Post subject: Reply with quote

I have met even teenagers though who can enjoy games that even old-timers now find "unplayable". So this is something that's not limited to old guys like myself.

Obviously there's not many people like that, and there never will be. You just have to want it enough, I guess, and reading the words of someone who understands how these games worked and why must help.

Which is why revisionist reviews are doing so much harm. Wish those people would just stick to the new stuff if they are not prepared to face the past on its own terms.
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thatbox




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 7:05 pm    Post subject: Reply with quote

Well, as you yourself said, the audience they're writing for shares their lack of context and missing sense of history. A modern, revisionist perspective is how most of them would be approaching old games themselves, so.
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Salamande




Joined: 06 Dec 2007
Location: Columbia, MO

PostPosted: Thu Dec 06, 2007 7:13 pm    Post subject: Reply with quote

Context, context, context. It's something to keep in mind in general, but especially when talking about games. That said, there are timeless classics. We'll still be playing Tetris 200 years from now, and it'll likely play almost exactly the same as it does now.

Here's a related question:

Which system or mechanic that is popular today do you think will be looked at negatively in the future?

I'll put forth the Gears of War-style cover mechanic. It works well enough, but I've always had the nagging suspicion that it could be done better somehow. Sometimes it just feels restrictive and imprecise, and I don't always feel in control.
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Scratchmonkey




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 7:18 pm    Post subject: Reply with quote

achilles wrote:
Yeah, I've already pointed out the tragichilarity of the Golden Axe review on actionbutton. If you weren't there, you must really try hard to see what it was that made those old games so great at the time. Just randomly shitting on them just because they don't play like Gears of War or whatever will simply not do.


Dude, I know you hate the review. However, I *was* there. Playing an arcade machine. Of Golden Axe. I can see why you would have issues with the review and we've been over why over at sb.net. It's not because I didn't play it back in the day or lack historical perspective (it's more an issue of not having an arcade perspective, which is your primary focus etc. etc.).

As a cheap example of the last statement, I will say that the Atari 2600 is still one of the best gaming experiences on the planet.
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aderack




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 8:37 pm    Post subject: Reply with quote

Scratchmonkey wrote:
As a cheap example of the last statement, I will say that the Atari 2600 is still one of the best gaming experiences on the planet.

And as an example of your first statement, even at the time I had trouble entertaining myself with the 2600. And I love all the other (slightly later) systems of that generation!

It's only more recently that I'm beginning to learn to read between the lines sometimes. Adventure is pretty great. Haunted House. Still don't get what's so great about Yar's Revenge, except that it was different and original.


Last edited by aderack on Thu Dec 06, 2007 8:40 pm; edited 1 time in total
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Mr. Apol




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 8:40 pm    Post subject: Reply with quote

I don't think I could really enjoy the hell out of Golden Axe nowadays, but I really enjoyed playing it in my local grocery store when I was eleven.
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aderack




Joined: 06 Dec 2007

PostPosted: Thu Dec 06, 2007 8:48 pm    Post subject: Reply with quote

The music is awesome. As is kicking imps. And the choice of characters. At the time it was a real sensory experience. In terms of player input, though, it really is clumsily designed. And shallow. Which... maybe is okay in that this is kind of what the game was going for: spectacle rather than depth. You get to ride a chicken stinger! Look, magic spells!

But I guess that's the thing. Years later, a lot of that pizazz kind of falls away and we're left with the game's demands of the player, and its response to player input. And in that regard, Double Dragon is not only more varied and sophisticated but more responsive -- and it's the original template!

Basically I don't see much point to playing a game like Golden Axe except for the nostalgia thing. You can have fun with old exploitation movies or trashy novels because they don't demand anything of the audience other than attention. I'm not sure what to do with dated exploitation games.
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Kurenai




Joined: 06 Dec 2007
Location: Mexico

PostPosted: Thu Dec 06, 2007 9:46 pm    Post subject: Re: Historical perspective on videogame appreciation Reply with quote

sethsez wrote:
Kurenai wrote:
Film, for example, has remained the same pretty much since the introduction of color

Which came decades after the creation of the medium, and then took decades more to become the norm (were games put on the same timeline, we would have had the beginning of the talkie area around a decade ago). And I'd certainly disagree that film hasn't changed in fundamental ways since then, as new techniques have had a massive impact on how films can be made, though they're not as blatant as, say, bump-mapping is in games.


And while I'm sure there were a lot of developments to get us where we are in film, some of the earliest films like Cabiria or La Passion de Jean d'Arc are totally watchable today, to say the least, while right now we are on the verge of kids refusing to acknowledging anything 2D. (Though, hey, there are some fine folks today who refuse to watch black and white movies).

Quote:

Mickey Mouse was created in 1928, and storytelling in film had certainly evolved beyond a series of gags by that point.


I guess I was referring specifically to cartoons, then. In fact Disney is a bad example, as they got their act together in two years, but stuff like early WB or Paul Terry was basically a popular tune accompanied by visual jokes, no story. 1930's "Just Mickey" is, well, just Mickey playing the violin. Not much was expected of these shorts at the time: it was only a couple years later that they explored how rich the format could be.


Anyway, I'm glad I'm not alone. Personally I don't find it that hard to put me in a state of mind where I can enjoy the game for what it is, instead of compared to what came next. Like I said, I'm playing RE on the Saturn and enjoying it even though I have the Cube remake in my collection. Other than the voice acting, it's a really well put game: even the loading screens are important to the experience.

But, you know, the rom hoarder mentality plays a big part in the dismissal of these games as valid experiences: you don't approach a game the same way when you just pick it from a list of thousands than when you pay for buying or renting it. You invest a lot of yourself into getting into the game in that situation. For as much as you could say that you'd be playing the rom of a game without nostalgia clouding your experience, you'd be clouding it now by not having the same amount of... attention, or curiosity, I guess, by having it handed to you unceremoniously.

It sounds like "when you pay money for something, you better convince yourself you like it" but most people who amass a huge rom collection know what I'm talking about. You don't approach the games the same way, and you don't get the same from them either.

Heh, maybe that's another topic altogether.
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NFG
Admin



Joined: 06 Dec 2007
Location: Brisbane.au

PostPosted: Thu Dec 06, 2007 10:18 pm    Post subject: Reply with quote

Fact is Golden Axe was always complete shit, and so was Ridge Racer. I played the former just to see what was coming and to enjoy the exciting newness of it with my friends. A long term game it was not - Sega doesn't make games with longterm joy, and most arcade games similarly were designed only for short-term kicks and quartergobbling.

Time doesn't create flaws in our old faves, it reveals them. We get older, smarter, and we have more experience with which to create context for the games of old, and we can - with more authority now - judge them more accurately.

Lots of old games didn't age well, but lots of them did, and we can either choose to share teh love with others of like mind, or we can become the crusty old men shouting at the new kids about how they don't know jack about quality, and how our crusty old favourites are better than their shiny new flavour du jour.

Every time someone tells me an original song or movie was better, or how old black and white movies were more entertaining than modern ones, I want to shake them until their eyes bleed.

I don't want to be the guy people want to shake.
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Kurenai




Joined: 06 Dec 2007
Location: Mexico

PostPosted: Thu Dec 06, 2007 10:45 pm    Post subject: Reply with quote

First: nobody is saying that old games are better than new ones. The way the Ridge Racer question was phrased is a clear example: "What ever people saw in Ridge Racer 1?". Well, I'd gladly tell you why it was so popular and special. Now, a statement like "Ridge Racer didn't age well", well, that's an entiiiirely different thing altogether. I'd say: "you are right", and that's it. I wouldn't say "WHAT?? RR is a bastion of quality you moron!" or something like that.

You say that bad games then are bad games now, the same with good games, and I'm not saying otherwise. What's popping up more and more is that games that we enjoyed, that we sincerely loved playing and still remain just as good, are being judged by current standards. You'd think that's fair, but given the rapidly aging medium, it will kill genuinely fun experiences just because they don't measure up to what you look in a game nowadays.

And saying that Ridge Racer always sucked, well, that's just in hindsight. Compared to what, really? At the time there was just a so-so poor of Daytona on the Saturn. I don't think anyone on Christmas Day held the controller in disgust saying the demo controlled like shit: most of us were just trying to get our breath back.

I'd say this, though: as long as reviews keep being written as purchase guides, vintage gaming will suffer, as no one would recommend Illusion of Gaia over Lost Odyssey, ever. Luckily I know most of us know that a review can be more than this, and offer enough context and commentary to properly appreciate and educate about old games.

By the way, a lot of these sentiments were first expressed in comments to James' ABDN review of Link to the Past.

--Kurenai
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NFG
Admin



Joined: 06 Dec 2007
Location: Brisbane.au

PostPosted: Thu Dec 06, 2007 11:03 pm    Post subject: Reply with quote

Actually I hated Ridge Racer when it was new. All my friends were into it, but other than the technical accomplishments (nice frame-rate!) I thought it was crap. And the music, wow, that's gotta be some acquired taste right there.

I gotta wonder what reviews and articles you're reading where anyone compares old games against modern accomplishments? "Having to push up to jump 'cause there's only one button on the stick? WTF?" Who would say things like that? What sites are you reading?

I can't think of any games I loved and played the crap out of years ago that I can't enjoy now. I'm more likely to fall out of love with a modern release. Kororinpa was glorious when I first got it, but with a few months of atrophying skills I can't play it at all anymore. The challenging galaxy levels are now simply impossible.

Perhaps that's part of the problem: I've got reflexes that fire up on the old games, that modern players won't have.
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Thu Dec 06, 2007 11:33 pm    Post subject: Reply with quote

NFG wrote:
Fact is Golden Axe was always complete shit, and so was Ridge Racer.


I enjoyed the hell out of both when they were new. Golden Axe was second only to Super Shinobi for me out of the MD launch titles, and Ridge Racer I spent hours and hours playing at an arcade in a Greek island where my parents would leave me when they would go to the casino :)

aderack wrote:
The music is awesome. As is kicking imps. And the choice of characters. At the time it was a real sensory experience. In terms of player input, though, it really is clumsily designed. And shallow. Which... maybe is okay in that this is kind of what the game was going for: spectacle rather than depth. You get to ride a chicken stinger! Look, magic spells!


The controls in Golden Axe were butter-smooth. Way better than Double Dragon's. And subsequent beat 'em ups including titles like Bare Knuckle took ideas from it. All the modern IGS beat 'em ups can trace their evolution back to Golden Axe. Trashing Golden Axe for not being Alien vs. Predator is like trashing SMB for not being SMB 3. I did not know a single person back in 1989 who didn't enjoy the game, and most loved it.
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slipstream




Joined: 06 Dec 2007
Location: outside Sacramento

PostPosted: Thu Dec 06, 2007 11:46 pm    Post subject: Re: Historical perspective on videogame appreciation Reply with quote

Kurenai wrote:
Now, before somebody thinks I'm criticizing Wikipedia, let me repeat that this is just but one example. Recently I came across a thread called "What ever people saw in Ridge Racer 1?" and, no offense to the original poster, but my first impulse was to post "You weren't there!". I remember poring over Super Play magazine and drool at the importers ads, astounded by the fact that you could play something like that AT HOME. I mean, what looks trite and primitive today rocked our faces back then: what looks like a bunch of triangles now was almost life-like in comparison of the best games at the time.

Two big arcade racing games came out in 1993: Daytona USA and Ridge Racer. Compared to Daytona USA, Ridge Racer isn't something to get all that excited about. Sega made better racing games.


Last edited by slipstream on Thu Dec 06, 2007 11:53 pm; edited 1 time in total
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adonis




Joined: 06 Dec 2007
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PostPosted: Thu Dec 06, 2007 11:51 pm    Post subject: Reply with quote

I've always felt the exact opposite.
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slipstream




Joined: 06 Dec 2007
Location: outside Sacramento

PostPosted: Fri Dec 07, 2007 12:11 am    Post subject: Reply with quote

achilles wrote:
I've always felt the exact opposite.

Some people like Time Crisis 2 more than House of the Dead. Sega and Namco make a lot of competing arcade games. Perhaps you're either a fan of one company or the other?
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adonis




Joined: 06 Dec 2007
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PostPosted: Fri Dec 07, 2007 12:19 am    Post subject: Reply with quote

It might work out that way for some people. However, I always end up looking at individual games regardless of how much I may like or dislike a particular company.

In the case of TC/HotD I like both games equally. Each has its own charms (TC the duck mechanic, HotD the more interesting setting and better graphics).
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Tyler




Joined: 07 Dec 2007
Location: Hungary

PostPosted: Fri Dec 07, 2007 8:56 am    Post subject: Reply with quote

At the beginning of the cinematic era, the movie was the medium of the guys like Charlie Chaplin. Little guys dressed up laughably, making grimfaces, like a stupid clown, and falling down from ladders, and stuffs like that. What do you think when you looking at it - nowadays?

'Who the f*ck sponsored this kind of sh*t anyway?!'

Yeah, and you may right, but don't forget this: that was the basis of all kind of films, and the importance of it is incontestable. In fact, Chaplin was as meaningful in the movies, like the Space Invaders in the videogames. The popularity of them is almost the same, I guess.

Later...
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Gironika




Joined: 06 Dec 2007
Location: Counter-current space

PostPosted: Fri Dec 07, 2007 1:59 pm    Post subject: Reply with quote

The thing is, people sometimes seem to overlook the fact that old games have a different approach to them than newer games do.

Take Chulip or Disaster Report and compare them to SotC or MGS2. Where Disaster Report or Chulip feels like some guys were trying to do something with an idea, finding out how far they can push the hardware, the latter ones feel more like films and/or streamlined experiences.
And this different experience can make a game fun just because it's not streamlined, it feels different and "new" if you weren't there/around when the game was big. And it's this feeling, the game being "different", that makes for some of the fun I have with older games I pick up now.

Of course, knowing about the hardware helps you to appreciate/wonder about some of the game's choices you would't know otherwise.

Like, someone playing Axelay today might not get how awesome the use of Mode-7 was, back then when it was new to us folks. The more refined use of techniques made for prettier games later on and games like Seiken Densetsu 3 (that make full use of the power the SNES had back then) are a more impressive experience if you know about that.



But then there are people who don't care about this, though ...
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aderack




Joined: 06 Dec 2007

PostPosted: Fri Dec 07, 2007 4:12 pm    Post subject: Reply with quote

Gironika wrote:
Like, someone playing Axelay today might not get how awesome the use of Mode-7 was, back then when it was new to us folks.

Was it ever awesome to anyone? I thought Mode-7 looked terrible from the first time I saw it, and made the system's whole launch lineup look taudry. Today it almost doesn't look as bad as it did then because we've seen so many other similarly cheap gizmos come along, and Mode-7 kind of gets lost in the mental filter you have to apply to play anything from that era. It's no longer horrible pseudo cutting edge; it's just another artifact, like palette dithering. I still wouldn't call it awesome, though. Just not as distracting as once seemed.

As for Golden Axe: the only possibly-direct influence I see on Streets of Rage is the "ninja magic" button. Which, well. It didn't start here.

Hell, the one thing that Golden Axe really has going for it (aside from the neat garnishes I mentioned above) -- the double-tap run -- doesn't enter Streets of Rage until the third game. The move system (and variety) is completely different. The way hits register is completely different. The way the player interacts with the environment is different. I'm not seeing the similarity here.

What are the moves in golden axe (besides movement)? Swing your weapon, jump and swing, run and batter, and that special attack you do when you press both jump and attack at once. When you jump, you just linger in the air forever, and if you jump high enough it's very difficult to time an attack so it connects. There's a huge reset time whenever you swing your weapon. The collision is weird as hell, so you have to get right in enemies' faces to hit them yet they can hurt you by swinging about a foot in front of your face. And then again there's an unusually long recovery period when you're injured.

I mean... sure, a person can get used to all of this, but it adds up to a pretty clumsy-feeling experience. At times attacking feels more like rock-paper-scissors than a matter of skill or strategy -- leaving sniping as the most effective route to success. Run and hit things, then run away, then run back and hit them again -- which quickly becomes dull. Is it possible to play otherwise? Sure. The game doesn't really encourage it, though. You've got four moves, and it makes two unreliable and one really effective.

And then there's the relative lack of involvement with the environment. The mounts are an interesting touch. And those imp things that carry the magic. Then there are I guess, the pits. And the ground isn't always level. Even ignoring the huge variety of moves, and the relative responsiveness, in Double Dragon, there's so much to do in most levels. Climb things. Pick things up. Throw them. Yes, there are pits and there's uneven terrain. There are also conveyor belts and elevators. Enemies come breaking out of walls. Everything's a lot more dynamic and cohesive, whereas Golden Axe basically consists of a player or two and enemies scattered on a stage. Usually a very brown one.

So. Well. There's not a lot to do in Golden Axe, compared either to its immediate predecessor or to its successors (though again, I don't really see the influence on SoR besides them both being brawlers, and both being made by Sega). And what you do have to do is made more awkward than it needs to be.

So. I mean. I get that you like the game, Icy. And I imagine you've found a way to be more awesome at playing it than I have. But there are some pretty distinct reasons to criticize it.

It does paint a really nice atmosphere, though. It's that which tends to stick in people's heads, I think.
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sethsez




Joined: 06 Dec 2007

PostPosted: Fri Dec 07, 2007 4:54 pm    Post subject: Reply with quote

aderack wrote:
Was it ever awesome to anyone?

Well... yes. You're kind of in the minority in thinking it looked ugly at the time.
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aderack




Joined: 06 Dec 2007

PostPosted: Fri Dec 07, 2007 4:58 pm    Post subject: Reply with quote

I guess I'm a visionary, then????

The thing is, it's one of the first things I ever saw in a videogame that jumped out at me and shattered the illusion of a coherent gameworld. Whereas everything else was pretty consistent in its look and feel -- here's a 2D bitmap world; it works like this -- Mode-7 sticks out as a glaring, obvious technical gimmick. It's distracting and flat and weird. It blows up and distorts pixels. It looks flat and fake, and doesn't correspond to anything either in our own reality [or] the 2D reality of a contemporary gameworld. It's nothing but an abstraction. And in shattering a game's overall sense of reality, it just brings down everything around it, making it all look flat and fake and gimmicky.

Again, though, through the filter of time it doesn't stick out as much as it once did.

EDIT: typos


Last edited by aderack on Fri Dec 07, 2007 5:16 pm; edited 2 times in total
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Fri Dec 07, 2007 5:07 pm    Post subject: Reply with quote

aderack wrote:
I mean... sure, a person can get used to all of this, but it adds up to a pretty clumsy-feeling experience. At times attacking feels more like rock-paper-scissors than a matter of skill or strategy -- leaving sniping as the most effective route to success. Run and hit things, then run away, then run back and hit them again -- which quickly becomes dull. Is it possible to play otherwise?


Umm... aderack, I don't want to be needlessly argumentative here, but what you just described is pretty much the essence of 2D beat 'em ups, or, as the Japanese call them, "belt-scrolling games". If someone is credit-feeding Streets of Rage or The Punisher they will probably not figure this out, but "running and hitting things, then running away, then running back to hit them again, etc." is the only way to really "beat" these games. That is to say -- it is the only way to play them the way they were designed to be played.

The only major evolution the genre ever saw was with games like Alien vs. Predator, which introduced fighting-game-like command moves (which were a bit hard to pull off because of the added depth dimension, which meant that the UP and DOWN directions were used for multiple moves AND for walking around), and later games like IGS's titles (a Taiwanese company) that featured even more complex moves like juggling etc. And of course you've got the levelling systems of Capcom's D&D games.

But all these titles were still meant to be played using the "dull" technique you described.
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Fri Dec 07, 2007 5:08 pm    Post subject: Reply with quote

aderack wrote:
I guess I'm a visionary, then????


This has already been established!
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aderack




Joined: 06 Dec 2007

PostPosted: Fri Dec 07, 2007 5:11 pm    Post subject: Reply with quote

Well. I've certainly played my share of brawlers. And in Double Dragon or Streets of Rage or Final Fight, you have enough of a variety of moves, with a balanced enough range of application, that unless you're being really cautious as hell, the most efficient way of playing is to throw yourself into the middle of things. In particular, the grabbing that came in with Final Fight and carried over to SoR really encourages the player to get his hands dirty. Any breaking free tends to be more about repositioning than about sniping.

All of this leads to more forward momentum and more focus on applying the appropriate move rather than spamming a single effective move over and over.

Then there's the ability to pick stuff up, which, well, I guess wouldn't fit too well in Golden Axe. It certainly does liven up the other games I mentioned, though -- especially when you take an opponent's weapon away and use it on him.
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adonis




Joined: 06 Dec 2007
Location: Cocklordom-central

PostPosted: Fri Dec 07, 2007 5:18 pm    Post subject: Reply with quote

Yes, of course individual games varied in the exact techniques they required. To give an extreme example, the only way to beat the third Rastan game was to keep jumping around like a madman and use the jump-cancelling move.

In any case, I beat the MD version of Golden Axe within a couple days of getting it, and I never had to use much sniping. There is a slight issue with hit detection, but it didn't even bother me back then because there was no Final Fight or Streets of Rage yet to raise my expectations. I mean, just play Double Dragon and then tell me that Golden Axe does not play smoother. Not that it's a better game -- DD had more variety, etc., but I am just trying to say that -- for its time -- Golden Axe was a very good brawler, excepting how easy and short-lived it was, and how the stages all looked a bit similar. Those were its faults, as far as I am concerned. Its play mechanics, for 1989, were pretty darn solid.
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extrabastardformula




Joined: 06 Dec 2007

PostPosted: Fri Dec 07, 2007 5:21 pm    Post subject: Reply with quote

Actually, aderack you didn't so much have to get in their faces. It's true that enemies had longer attacks but you had wider attacks which were hella easy to exploit by positioning your dude directly beneath an enemy and slashing as they walked onto your plane. I remember that one fact making the game pretty much trivial back in my youth.
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adonis




Joined: 06 Dec 2007
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PostPosted: Fri Dec 07, 2007 5:23 pm    Post subject: Reply with quote

And you say you are a girl?

What's your phone number?
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BotageL




Joined: 06 Dec 2007
Location: Florida

PostPosted: Fri Dec 07, 2007 6:16 pm    Post subject: Reply with quote

insert credit
And you say you are a girl? What's your phone number?
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tacotaskforce




Joined: 06 Dec 2007

PostPosted: Fri Dec 07, 2007 6:23 pm    Post subject: Reply with quote

Tyler wrote:
At the beginning of the cinematic era, the movie was the medium of the guys like Charlie Chaplin. Little guys dressed up laughably, making grimfaces, like a stupid clown, and falling down from ladders, and stuffs like that. What do you think when you looking at it - nowadays?

'Who the f*ck sponsored this kind of sh*t anyway?!'


Wow. Um... go take a city college film history class. It doesn't matter which one, clearly anything would be useful to you at this point.
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Kurenai




Joined: 06 Dec 2007
Location: Mexico

PostPosted: Fri Dec 07, 2007 6:33 pm    Post subject: Reply with quote

sethsez wrote:
aderack wrote:
Was it ever awesome to anyone?

Well... yes. You're kind of in the minority in thinking it looked ugly at the time.


Yeah also count me in as impressed with the effect when it first came out. While it was misused most of the time (like any other trickery), it wasn't so much how it looked but how it felt. For example, the sense of speed in F-Zero.

--Kurenai
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slipstream




Joined: 06 Dec 2007
Location: outside Sacramento

PostPosted: Fri Dec 07, 2007 7:26 pm    Post subject: Reply with quote

Mode 7 was more than adequate in F-Zero: Maximum Velocity. In fact, the graphics were clean and fast. The game never felt hampered by not actually being 3d and using a digital control scheme. Perhaps because the game was made at a time when mode 7 wasn't a gimmick?
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kitroebuck




Joined: 07 Dec 2007

PostPosted: Fri Dec 07, 2007 8:35 pm    Post subject: Reply with quote

Mode 7 is alright. All it is is sprites transforming at a set resolution without any smoothing or interpolation or nonsense. Makes perfect sense to me. Actually, I remember it not so much as a graphical advance- remember, the televisions we were playing these things on at the time were so blurry that individual pixels were not discernible; so Mode 7 stuff, by blowing things up, made us aware of the digital components of the images for perhaps the first time- but as a game design advance. Who didn't, in that era, look eagerly forward to the boss that either grew or shrunk when you hit them?

Well, I did, anyway.
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Swimmy




Joined: 06 Dec 2007
Location: Fairfax

PostPosted: Fri Dec 07, 2007 10:40 pm    Post subject: Reply with quote

I had mixed feelings on Mode 7. We got a Super Nintendo a bit late in the game, so the first games I saw it in were FF3 and Secret of Mana, which both used a simple filter on the sprite layer to add a horizon effect. I was impressed as hell by SoM, but I did always think riding a chocobo right next to a flat castle in FF3 looked silly. Now I see Mode 7 as gimmicky in some games--Axelay, F-Zero--and a really warm experiment in others. Overused, yes, much like cel shading is now, and with about equal success.
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special blend




Joined: 06 Dec 2007

PostPosted: Sat Dec 08, 2007 1:14 am    Post subject: Reply with quote

achilles wrote:
aderack wrote:
I mean... sure, a person can get used to all of this, but it adds up to a pretty clumsy-feeling experience. At times attacking feels more like rock-paper-scissors than a matter of skill or strategy -- leaving sniping as the most effective route to success. Run and hit things, then run away, then run back and hit them again -- which quickly becomes dull. Is it possible to play otherwise?


Umm... aderack, I don't want to be needlessly argumentative here, but what you just described is pretty much the essence of 2D beat 'em ups, or, as the Japanese call them, "belt-scrolling games". If someone is credit-feeding Streets of Rage or The Punisher they will probably not figure this out, but "running and hitting things, then running away, then running back to hit them again, etc." is the only way to really "beat" these games. That is to say -- it is the only way to play them the way they were designed to be played.

The only major evolution the genre ever saw was with games like Alien vs. Predator, which introduced fighting-game-like command moves (which were a bit hard to pull off because of the added depth dimension, which meant that the UP and DOWN directions were used for multiple moves AND for walking around), and later games like IGS's titles (a Taiwanese company) that featured even more complex moves like juggling etc. And of course you've got the levelling systems of Capcom's D&D games.

But all these titles were still meant to be played using the "dull" technique you described.


You never played those Capcom D&D games ? :(
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Tyler




Joined: 07 Dec 2007
Location: Hungary

PostPosted: Sat Dec 08, 2007 6:50 am    Post subject: Reply with quote

tacotascforce:

"Wow. Um... go take a city college film history class. It doesn't matter which one, clearly anything would be useful to you at this point."

I guess you didn't catch the irony of my post. I was talking about the notability of Chaplin, and I didn't say anything that would rating him ridiculous. I'm just connected in quantity his notabilty to the Space Invaders.

To the Space Invaders, yes, and it was a really great and important stage of the videogames - just as Charlie guy in the films. The parallel is still standing in the meaning of style; if you looking at those old stuffs, maybe you think they're simple - I wouldn't say primitive, because it would be ambiguous -, but judging them by the eye of the era, they were the TOP of all, no doubt about it.

No matter how many times better the Ikaruga as compared to the Space Invaders, that was the first, and that was the cornerstone. And that could be the point of departure too, if we're talking about the worth of the videogames - the measure of influence.

The real worth doesn't wear out with the time - the Ridge Racer was one of the greatest racing games in it's time (but I would set before the Need for Speed on the 3DO because of it was much more exciting, or the Sega Rally in the arcades, and I'm not talking about the Daytona USA, just because it was mentioned earlier), but nothing else. The real revolutionary was the Gran Turismo, because the difference between the Ridge Racer and any other arcade racing games that time wasn't as huge as between the GT and any others, and that's what makes it so famous - and the difference that is came from the approximation (it was the one and only real driving simulator).
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Kurenai




Joined: 06 Dec 2007
Location: Mexico

PostPosted: Sat Dec 08, 2007 7:38 am    Post subject: Reply with quote

It's still kind of a weird example because, if anything, Chaplin movies are like the Tetris of films: no matter how sophisticated we get, they remain entertaining.

Or maybe you meant that's how the movies are perceived by uneducated people. I'd like to think that's it because to be frank that description of Chaplin baffled me too. :/

But we agree on principle. Perhaps a better example would be the Lumiere reels of the train arriving at a station. Nowadays we wouldn't think twice about such a thing, but back then they started riots.

--Kurenai
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analogosagnos




Joined: 08 Dec 2007
Location: Elk Grove, Ca.

PostPosted: Sat Dec 08, 2007 2:59 pm    Post subject: Reply with quote

achilles wrote:
If I played a game at the time and had fun with it I will always be able to have fun with it. Working from there, I can have fun with other games of the era which I didn't play at the time. Seeing as my first game was Pong (not Spacewar) I can enjoy practically any game as if I had travelled back in time. Obviously, I mean the good ones, not the bad ones.


This is exactly what it's like for me, fortunately. I grew up with the classics as well, but I wasn't that spoiled and you can't play everything. So there are occasionally times where I go "Holy crap, it's 2007 and I still haven't played [Dragon Quest-equivalent legendary series of some sort]. I pop it in and my ability to judge the title is transported back to '93 or whenever. I even find my self impressed with the game's visuals or achievements. It's really a surprising experience, and I'm glad for it, because it's broadened the hell out of my sphere of knowledge and appreciation.

I guess it comes from the fact that I have sort of an obsession with correct chronology in general, though. I've trained myself to appreciate things in a time-sensitive context. When I find out about a band for the first time, I approach their discography from the beginning and move forward, slowly, building anticipation for albums I haven't gotten to despite the fact that they already exist. Who knows, maybe this could be an applicable technique to get younger fans into these sort of things.

aderack wrote:
Was it ever awesome to anyone? I thought Mode-7 looked terrible from the first time I saw it


Maybe it was awesome to me because of the order I would tend to see the technique applied. Like, I always enjoyed it in world maps like Secret of Mana and Demon's Crest. I think it pulled off a fairly exciting sense of scale in those cases. When it was used for the warping and stretching of sprites and environments, not as much. But I was sold on the other applications first.

aderack again wrote:
As for Golden Axe:


Shit, maybe I don't keep up enough on this crowd enough to see opinions I'd actually care about on the matter, but I'm pretty relieved to see this and other posts like it. I thought I was way in the minority when it came to the subject of seeing Golden Axe as a side-scrolling beat 'em up that still played as well today as say, BK2. I never understood people saying they had the same engine either.

And since Final Fight at least came out in the same year, I'm pretty comfortable calling Golden Axe crap, I think. The sense of spacing, hit boxes, collision in general, and that god damn spazzy-cheap swarming enemy behavior. It just doesn't fly with me anymore. That's the difference between it and other games in the genre. Saying it's the essence of beat 'em ups isn't really true. Final Fight and BK2 can be played entirely fairly and their engine is practically a simplified introductory version of fighting game mechanics. There are light strings, specials with carefully considered invincibility frames, throws are a lot deeper than they needed to be, and they all cancel back and forth into each other consciously. Hit boxes and active frames are always predictable, even if they're tough.

Golden Axe never rises above quarter gobbler, probably because it didn't want to. Which is fine, I guess. People have beaten harder games on one credit. That doesn't validate it by itself though.


Last edited by analogosagnos on Sun Dec 09, 2007 1:33 am; edited 1 time in total
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Cycle




Joined: 08 Dec 2007

PostPosted: Sat Dec 08, 2007 4:45 pm    Post subject: Reply with quote

Goldene Axe is a bit rubbish, yeah, but it was fun multiplayer! I remember staying over night at this party and in the morning we pulled out the mega drive from the chicks closet and played some Golden Axe (the sober ones did, anyway). Good times, I miss those guys and gals... note: this was only like a year ago.

I recently wrote a retrospective on Maniac Mansion, and after reading through it I noticed I kept talking about it in the past tense. I went back through the whole thing and changed everything to present tense. After all, I was trying to say how it's still one of the most mechanically wonderful adventure games designed!


Last edited by Cycle on Sat Dec 08, 2007 4:53 pm; edited 1 time in total
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