Showing posts with label Cave Story. Show all posts
Showing posts with label Cave Story. Show all posts

Thursday, November 27, 2008

Jump, man, jump!




At the dank, cryptic arcade I frequented when I was young, there was one machine that towered above the rest: An original Donkey Kong. Set apart from the other games, it loomed monolithically, promising dark portents to any who dared plumb its depths. I’m talking real “hit a monkey with a bone” stuff, folks. Serious business.



"Huh.. it says 'insert quarter.'"


Despite my fascination, I never touched it. There was always a line of dull-eyed teenagers barring my way, menacingly clutching their cans of New Coke. Instead, I would gaze longingly at the art on the side of the machine, where a lumpy Mario-before-he-was-Mario was shown mid-spring. Underneath was a helpful protip, one as curious as a zen koan: “PRESS A TO MAKE JUMP MAN JUMP.”

It seems like we’ve been making Jump Man jump ever since. Since their inception, there have been video games about navigating space. Even pre-graphics classics like Adventure and Zork have a layout and a sense of motion - so much so that the ultimate threat is for your light to be extinguished, giving you no idea of where you are going. But with the platformer came the final ingredient to the recipe.

There is something supremely satisfying about jumping on a goomba. The way it remains squashed down, comic in defeat, while you spring upward and onward. It has a consistency: elastic, spongy, slightly al dente. (I have always suspected that they would be delicious in an omelet.) Though a lowly peon, one to be stomped with impunity, it has substance in a way the soulless blips of previous games never did.

The moment that physics are brought into the equation, the simple acts of running and jumping conjure a experience of the heft of the game: not simply the presence, but the experience of mass. In learning to move, we are not only learning to control a character but experiencing the scope of the world, the tactile sensations of bashing blocks and kicking about turtle shells. In coming to intuit how a character will jump, swim, fly, we encounter one of the first immersive experiences in gaming: the sensation of existing in a internally-consistent world.

Le saut-homme original.

In these cases the physics represent the grammar of these games, relating a language of motion. How Mario moves about the screen is not merely a character trait, but his essence. Compare to other 2D platform figures like Sonic the Hedgehog, Samus Aran, and Kirby: The way that the characters are defined relates directly to how they navigate their respective spaces.

King mentioned Cave Story in an earlier post, in tandem with Metroid. At first glance they seem to have nothing in common, due to their drastically different visual tones. But in beginning the game, the physical parallels are immediate and unmistakable. In both games you don’t so much jump as glide through the air, drifting in a way that is both crisp and surprisingly graceful. The connection is a kinetic one, as is the realization: “I have moved this way before.” They may not resemble each other, but they speak the same language.

So now we have a slew of 3D platformers, whose successes and failures have hinged upon how well they have provided navigable spaces. We have games like Portal, which translate first-person experiences into experiments with movement and space. We have Little Big Planet, which follows through on earlier experiences of tactile physics. We have Braid, which meta-textually examines this whole “jumping about from ledge to ledge” business we’ve busied ourselves with for decades.

So jump on, Jump Men and Jump Women. O’er pit of spikes, o’er lava deep, jump on. Jump on, Jump ever on, into the future. Because the one thing that we haven’t jumped yet?


THE SHARK.


- Rook

p.s. For an immediate and simple example of what I call heft, consider: Space Invaders don't got none. Asteroids does.

Tuesday, November 25, 2008

Indie Games and The Raiders of The Lost Art



I’m a hardcore gamer. I’ve tea-bagged Covenant Elite, Saw Manny and Meche all the way to the Ninth Underworld on the Double N, Caught 252 Pokemon on the Red, completed FF7 at level 28 without Materia and be
aten Super Mario Bros 3 in 2 hours and 30 minutes.

Wait…what? Oh I know it can b
e beaten in less than 15 minutes, but why would I want to? Mario 3 is fun times and a speed run cuts out half of an extraordinary game. See I like playing video games, and I play them a lot, new ones and old, but eventually you run out of old. Or at least that was the case. These days some new games are…old? I’m talking Independent games here.

Remember this? Probably not since you skipped it with a flute you goomba.


Now granted not all indie games are of ‘the old-school’, the very excellent Mount and Blade comes to mind immediately, but most indie games seep old school charm from every pixilated pore and a select few do it better than their predecessors. Yes I’m looking at you Cave Story. The most incredible thing is that usually these are one or two man operations. I can barely draw a stick man and coding? I don’t want to talk about it. Most of these guys are doing the whole thing solo.

Bobble-headed robots are way sexier than chicks in robot suits

So where do they come from? How can we find them? Well it can be tough to track them down and you really have to keep your finger on the pulse to find these gems. Personally I read TIGsource and The Indiegames Blog daily. Sometimes though, when the stars align and the portents are auspicious, independent developers get a break. Introversion, the previously mentioned Cave Story by Pixel (Now being ported to the Wii!) Braid by Jonathon Blow and 2D Boy's World of Goo come to mind immediately.


Oh, you’ve heard of those last two? That’s probably because Microsoft and Nintendo put on some rubber boots and jumped into the ocean recently. The industry is finally recognizing that their target demographic grew up with games just like these and we, brace yourself, remember them fondly. So they’ve been putting in an effort to dish out some great Indy games though Xbox Live and WiiWare. This is good! Sort of!


Don’t worry true believers, I’m not going to give all the cred for mainstream indie games to the mega corps, things like Steam and Penny Arcade’s Greenhouse have been doing their part, not to mention organizations like the IGDA So try a couple of these, they’re usually free and the ones that aren’t are worth it. At the very least you’ll be supporting diversity in the market. But I guess WW2 Shooters are good too.


Until next time, may you be a bad enough dude to rescue the president.


-King