The Newspaper Chronicles II: Connecticut & Video Games

(Also readable on my Destructoid Cblog)

I wrote another article for my high school newspaper about a week ago. I shortly bring up my opinion on all the video game blame. Check it!

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On December 14th 2012, Adam Lanza shot and killed twenty children and six adult staff members at Sandy Hook Elementary School in Connecticut. The event was an utter travesty, and many mourned those who lost their lives that day. Although the event had come and gone, the media continued to glorify it to the fullest degree. Among the mess of it all, many fingers were not just pointed at gun laws, but also at video games.
With the subject of violent video games already an issue for some people, this occurrence was a catalyst for even more blame. When reported that the killer had played games like Call of Duty and Starcraft, the media jumped right at the throat of video games, and their viewers followed suit. Since the media already pinned the blame on video games, naturally, the National Rifle Association (NRA) did too.
Wayne LaPierre, executive vice president of the NRA spoke On December 21st at a press conference to talk about the incident and suggest ideas for making schools safer. He continued to claim how violent movies, music and games that “sow violence against its own people,” are a big part of these types of crimes. He then listed games like Grand Theft Auto, Bulletstorm, and Mortal Kombat, to provide examples.
Around the same time of the conference, Senator Jay Rockefeller introduced a bill to “study the impact of violent video games on children,” because he is concerned about how it may affect them. Well the question here is why are kids playing violent video games? Every video game is rated for what audience it is appropriate for, and laws are even in place to prevent children and teenagers under 17 from purchasing M rated video games, unless they are given consent.
Regardless of studies done on the effects of video games on children, or even adults, the Supreme Court has already ruled that a California law banning the sale of violent video games to minors under 18 was unconstitutional based on First Amendment rights. Politicians, parents, and citizens have shown concern for these types of things, when in the end, it is the parent’s responsibility. If the parents think it is not right, they have to make the correct decision. Video games, the internet, movies, and music are all things a parent can control, and in no way do any of these mediums need to be changed for the sake of bad parenting.
In addition, other western countries that have exposure to the same exact video games have been documented with a much lower murder and crimes rate compared to the U.S.
In regards to the Connecticut shooting, video games involvement should not be worth any of our concerns, but rather gun laws, and the access to these automatic weapons and bullet magazines to those who are mentally unstable.  As Long Island Rep. Carolyn McCarthy (D-Mineola) stated, “These assault magazines help put the ‘mass’ in ‘mass shooting’,” and anything we can do to stop their proliferation will save lives in America.”

The Max Scoville Challenge: Max-ium Overdrive Edition

I’ve always enjoyed watching the Mega64 annual Christmas podcast and the unhealthy amount of eating that occurs during it. Butter, tomato sauce, pigs feet, cake, and other assorted delicacies that put the boyz out of commission…or shall I say made them puke through the podcast.

I also never got a chance to have the fun of committing to the Max Scoville challenge…so I combined both of these ideas into one giant catastrophe. I present to you, The Max Scoville Challenge: Max-ium Overdrive Edition!

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One giant family size Dorito bag and four Code Red Mountain Dews. Sadly, we could not figure out how to get the short video I recorded to work so here are the few pictures. To sum it up, the dorito bag was empty but my bowl was not. I was so close to victory. The last two code reds were distributed as new years drinks. I went until I puked and then admitted defeat. I’m still feeling kind of sick while writing this. Check out these pictures and have a happy new year!

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The Games I Beat in 2012

Hello and happy new year! As you can see I made no posts or wrote anything as I said I would, sadly. It’s not like this level of incompetence is new for me but it is still agitating. ALTHOUGH, I am going to throw together a list of what I have beaten this year, because that seems fun. This is all based off of my “Memory Card” on backloggery.com. You can find the link to my Backloggery in the Links section. Many of these games were not completely played through in 2012. As in, I got Demons Souls in 2010 but didn’t finish it until 2012.

  • Vanquish and inFamous (1/1)
  • Super Mario 3D Land (1/10)
  • Metroid: Zero Mission (1/23)
  • Metal Gear Solid (1/28)
  • Castlevania (2/11)
  • Rayman Origins (2/19)
  • Metal Gear Solid 2 HD (March?)
  • Mother 3 (3/3)
  • Castlevania: Aria of Sorrow (3/12)
  • Rayman 2 (3/26)
  • Katawa Shoujo (Rin, Lilly) (Somewhere between May and June)
  • Kirby’s Adventure (Replay) 3D (4/5)
  • Shadow of the Colossus (Replay) HD (4/8)
  • Kid Icarus 3D (4/10)
  • Portal 2 (4/21)
  • Gunstar Super Heroes (5/5)
  • Klonoa 2: Dream Champ Tournament (5/6)
  • Devil May Cry 3 (5/10)
  • Journey (5/13)
  • Tales of Graces f (5/30)
  • Jet Grind Radio (6/1)
  • Metal Gear Solid 3: Snake Eater HD (6/11)
  • Shin Megami Tensei: Digital Devil Saga (6/15)
  • Digital: A Love Story (6/16)
  • Lone Survivor (6/17)
  • Killer 7 (6/22)
  • don’t take it personally, babe, it just ain’t your story (6/29)
  • Ico HD (July)
  • The Idolm@ster SP: Perfect Sun (7/10)
  • Grief Syndrome (7/17)
  • Corpse Party (8/19)
  • Kingdom Hearts: Birth by Sleep (9/1)
  • Metroid Fusion (9/18)
  • Mario 64 16-star speedrun (September)
  • No More Heroes 2: Desperate Struggle (9/28)
  • Demons Souls (9/30)
  • Mario and Luigi Superstar Saga, Super Mario Bros. 3 (October)
  • Rocket Knight Adventures (10/18)
  • Bit.Trip Runner (10/19)
  • Deathsmiles (iOS) (10/27)
  • Professor Layton and the Last Spector (11/1)
  • Persona 4 Arena (Story), Mega Man Maverick Hunter X (replay) (November)

Introduction

Hello, and welcome! I finally got the chance (and a working computer) to put this blog together.

First things first, there are a lot of posts before this one. Why is that? Well, those are all of my past posts from various sites and I wanted to have them all available on my blog here, so check them out! Other than that I don’t have much else to say besides “please stick around?”

Look forward to posts about video games, anime, and other personal crap!

Review: Paper Mario: Sticker Star

(Originally posted on 11/21/12 at Dtoid)

Paper Mario is a series that gained praise for standing out among other RPG’s as a more welcoming and cheery game when compared to the Final Fantasys and other Square/Enix properties. Its humor was something many of these games lacked and it expanded the Mario “universe.” Although I use that term lightly, Miyamoto would rather consider some of these plots non-canon because of how out there they can be.

Super Paper Mario changed the series up with its platforming-RPG gameplay, showing that Paper Mario didn’t have to be just turn-based.

Paper Mario: Sticker Star tries to return to form, but with a bit of a twist and a few too many ideas.

During the Sticker Festival, the citizens of the mushroom kingdom hold festivities centered around the sticker star, although Bowser would rather steal it. In an attempt to do so he ends up crashing into it; absorbing the star’s power. As a result, the five royal stickers are scattered and you must go retrieve them.

Upon the catastrophic destruction of the sticker festival, you meet a sticker that takes the shape of a crown and goes by the name of Kersti. She is essentially your partner and guide for when you are having a bit of trouble. Kersti then instructs you on the ins and outs of holding down “A” to harvest stickers for your sticker album. Once you finish cleaning up the town a bit, and helping out some toads in need, you encounter a tutorial battle.

As everyone may know, recently Nintendo has given hints and help for less experienced players. This game does not do that at all. The tutorial battle only tells you how to choose stickers to attack as well as pressing “A” when you jump on enemies. After this point, the only other elements of battle that are explained is how to use the spinner, which allows you to use multiple stickers at once. After stomping out the few tutorial goombas, you can head to the world map as well as checking out the local sticker shop.

Once arriving on the world map you are given four choices of departure, the first three worlds and the harbor. My reaction was more or less “Oh, I can choose where to go first,” but of course, you actually can’t since there are obstructions keeping you from progressing. I suppose that is alright since the levels are labeled 1-1, 2-1 to imply what order you should obviously progress in, but it leaves you a tad disappointed. This leads right into the next interesting bit of PM:SS – levels! Instead of exploring large areas, you travel through levels in a way that is similar to NSMB. For a handheld format, having levels was a good way to incorporate the pick up and put down play style for some gamers. The levels are not too lengthy and the game auto saves every time you head to the world map, which is convenient for a semi-lengthy RPG.

The major upset for me though, was the lack of originality in what kinds of areas each world was. I honestly felt like I was playing NSMB while looking at this map. You have your grass land, desert land, poison land, ice land and etc. Since the Paper Mario franchise always had such different and appealing places to explore, I had hoped this game would too. It just felt so stale for a game that was supposed to be different from the norm.

One of the first things I noticed once entering level 1-1, was how well the 3D compliments the art style of the game. Seeing as how the characters and set pieces are flat, the 3D helps to make distinguishing depth much easier and also adds to the paper gimmick. The game can really look like you’re staring into someone’s cutesy shoebox diorama. Along with that, if you look at your shiny stickers on the bottom screen and tilt you 3DS, it really looks like they are shining! Neat!

Although not everything is made out of paper, there are a multitude of stickers littered throughout each level for you to peel and pluck for use in battle. At first I was turned off by the idea of having to constantly stop and pick up stickers, but you honestly never notice it. My mind sort of went into auto-peel mode whenever I saw a sticker, making the process more part of the game than a tedious task.

Every sticker that you pick up (excluding key items) is stored on the bottom screen in your sticker album, and can be used in battle. Battle stickers can range from jump to hammer and other usable items. To make it a tad more interesting there are different types of jump and hammer stickers such as the “Line Jump” which allows you to jump on each enemy in the battle a few times. Along with different types of stickers, there is also varying shininess, which determines how much stronger each sticker is.

Now with that in mind, this means that Mario’s power only increases depending on how shiny the stickers are. Here is one of my biggest problems with the game. Because there are no magic points or attack stats which is caused by the sticker system, you also gain no experience from battle. None. In a game that wants be an RPG and a little bit of something else, going into random battles is absolutely pointless. Throughout the entire first world I was able to avoid almost every enemy other than about three mandatory battles.

I thought “They’re going to give me a reason to fight these battles, right?” Wrong. They fix this by throwing too many battles at you while you’re trying to figure out how to complete stages. Some levels have more unavoidable enemies than others, but even then you can decide to run away from them with no consequences. I think it is always good to experiment and try something new, but when you take away one of the main structures of this game genre it feels absolutely pointless to keep playing it. You may find health upgrades in some levels, which is helpful, but otherwise you would be pretty prepared to just beat the game from the get go. Regardless, the battle system isn’t that riveting, which just makes matters worse.

In addition to stickers, you can also pick up what are referred to as “Things.” Before you say anything, let me elaborate. Things are 3D items that you can pick up and are added to the Things section in your inventory. After acquiring a Thing, you can head back to town and turn it into a sticker. Each Thing can be used in a different way and for different purposes. One of the few uses is as a battle sticker to deal a chunk of damage. These Thing stickers can range from a pair of scissors to a jackhammer among other items. Some of these attack stickers are very required to defeat a boss, but which one you should carry on you, save, or use is sometimes not very clear. Since each Thing is one use, you may have to do a lot backtracking because you have either missed the Thing you need or accidentally used it earlier. The banality of this process is so irritating, especially because you may not even remember where you got some of these Things. As a result of wanting to avoid this grueling process, your Things section stays full with each and every Thing you find in fear of having to go back and pick it up again.

Attacking is not the only thing you need Things for (See what I did there! Ha!). Some are used for solving puzzles in a mode called “paperization.” By pressing the “Y” button, Mario can zoom out from the field of view with the help of Kersti, and affect or fix the environment. When in this mode, you may either notice things that can be peeled, or boxes where stickers can be placed. Some boxes are used to create item blocks to upgrade stickers, while larger boxes are for placing thing stickers. One of the few problems you encounter is an unmovable windmill, which can be affected by placing the fan sticker. It adds another charm to the sticker gimmick.

Paper Mario: Sticker Star is a flawed RPG, platforming, puzzle solving mess of failed ideas and is lacking in a silly narrative, rather than “Collect the stickers and save the princess go go go.” Nintendo definitely put a lot of work into the game to make it feel solid, and it is, but it just felt too jumbled and flawed that I was so unmotivated to keep going. The cute aesthetic and fantastic music sadly did not make up for the rest of this game’s flaws.

6.5/10

The Newspaper Chronicles I: Art

(Originally posted on 10/22/12 at Dtoid and written for my school paper)

Most high school newspapers tend to be about school events, worldwide news, politics, or any other average jazz, but since I joined, I decided to change it up a little. Throughout the next two years of my high school career I am planning to write video game related articles that the general public can enjoy and understand. So mind you, the article is at a length that can be fit into the paper, and the explanations are simplified. Feel free to bring up any errors or give some feedback!

Are Video Games Art?

Ever since video games were born in the 1970’s, it has been a medium that has developed and grown, as well as the public who enjoys them. Although, for a while, and much more so recently, people have been divided on whether video games are truly art.

Early video games were just giant pixels on a screen and had very experimental game play, but they were the start of something even grander. Concepts, ideas, and genres grew like wildfire as developers found new and more complex ways to expand the medium as time went on. Video game music grew from the basic bleeps and bloops to fully orchestrated master pieces. Early narrative began as basic ideas evolving into complex stories, allowing the players to make moral decisions, characters you become attached to and even tear-jerking moments. The art and graphics of games has also exploded from just flat 2D environments to immense, almost real, 3D worlds. All of these aesthetics have developed into the ever expanding possibilities of video games today – which begs the question “Are video games art? Have they always been art?”

Those arguing that video games are art, state that they are a form of expression, filled with multiple elements of what we call “art.”

Since the beginning of video games, story telling was there, albeit simplistic. Not every game has a rhyme nor reason to itself, but the point is a storyline was featured in games even during the 70’s. It may have been minimal compared to the amount of text you may read in a role playing game today, or the many cut scenes you may watch, but it still got the idea across. Story telling in games can vary from just telling you “The Princess is in another castle,” or, deciding whether to save your lover before she falls to her demise, or sacrifice her life for the lives of many. Some games may even be made to only tell a story without any “game play,” such as Digital: A Love Story. In some games like Limbo, the story and the reasons behind what is happening is up to your own imagination.

Without art in games there would be nothing but a white background. The amount of concept art, designing, and drawing that goes into video games is more than you can imagine. The design of the characters, environments, and other factors all count for how the player is going to take in the world as well as what the creator wanted to spawn.

The music in video games, such as the Super Mario Bros. theme or the Tetris theme, have been popularized through our culture because of their catchy tunes, but just as in movies, the background music plays a vital role in setting the tone. Hundreds of thousands pieces of music have been composed by people wanting to give a game atmosphere, beauty, or just some fine jams. Some of these songs are played at such emotional moments in-game that they can truly make a person feel just by hearing it.

I asked English teacher, Mrs. Nessler, for her definition of art, and she said that art is any form of expression and can range from music, film, painting, video games, writing and more.
Many would say that video games are not just about winning, but about the experience as a whole. The populace uses these explanations for their reasoning that video games are art, but some have made some very important counter-points.

On the other side of things, some argue “video games are not art” or “not all video games are art.” Many people see video games as just games and toys used for a hobby and question “how is that art?” Roger Ebert, a respected movie critic, wrote an article sharing his opinion that “Video games can never be art.” Shortly after this statement, he corrected himself and stated “Maybe not never, for that is a very long, long time.” Ebert’s argument is about how a game is a “game” because it is something you win, and you cannot “win” art. He also believes you are meant to gain something from art and feels that you cannot do that within video games. The article received so much backlash that as a result, Ebert retaliated with what he called an “apology.” He apologized for never having played video games, but stuck to his previous statement.

Another perspective of the argument is the business side of the industry. For the past six years, big companies like EA and Activision have gained much attention due to their video game “cash-ins” and other money grabbing schemes. Games like Call of Duty and Madden have sequels released every year and sometimes may seem very similar to each other. Some grow tired of these games, but the amount of money they make is absolutely jaw-dropping – so why stop making them? In the same vein, the amount of downloadable content (aka DLC) made available for purchase after a video game’s release, or even on the day of release, truly make people wonder if it’s all just a scam. The public argues “Why isn’t this already in the game from the start,” and some could care less, but keep in mind, DLC is not needed to progress through a game. From cash-ins, to DLC, to pay as you go, many people disagree that video games are art when they seem like just an easy way to make money off of the consumers.

How do you see it?

Otherworld: Taken Away

(Originally posted on 10/21/12 at Tumblr)

 

I’m going to try to find a way to put my feelings into words, because this is what I felt I had to do. This came out quite crappy compared to if I actually tried but I’m gonna post it anyway. I apologize in advance for the horrible-ness.

Have you ever heard a piece of music and it’s taken you to a fictional world? How about a drawing? Quite possibly a game? Perhaps a book? Well, I could vouch for all of those, but I’m sure most people can. Although, I have a few specific examples that have made me feel this very sensation ardently as of recent. My head’s a little mish moshed right now and I wanna get this done in one go, so I’ll just talk about the few things.

First of all, instrumental music. There’s a few albums I want to speak about. (ALSO, by instrumental I don’t mean all the instrumental music, only certain kinds can make me feel this way) A chiptune album called Equilibrium. It’s a compilation of various artists and sets a specific setting/tone. The cover of the album depicts a dock with boats, a fisherman, girl, fish shop and other small details in pixel art. This picture I feel summarizes the whole album. The feel of the bright sky, beautiful ocean, and overall serenity. The music really makes you wanna be there. I just…AGH. Where are my words. It’s really nice. Honestly I’m debating mentioning it now, but I still think it fits. Also, I literally JUST stumbled upon another album by MEISHI SMILE. It has a very light hearted pop-y and electronic sound and it’s SO GOOD. I end up bringing myself to so many places and it brought me back to thinking about a certain artist.

Youtube user rtilrtil. I THINK she did the designs and such for Skullgirls. Honestly, she’s the main reason I’m writing this article. The speed up works she’s done that shows a few characters and interesting background really just make me get all weird and…feely? Or something. Her art is so good and the small worlds I see her carefully designing make me really just wanna jump right into them. The sensation I feel from stuff like this is so weird and unexplainable to me. My emotions just go all over the place. I suppose it’s just a personal trigger of mine. I mean, the music that makes me wanna cry the most is instrumental stuff like MEISHI. So maybe I’m just weird, but let’s get back on topic.  The recent game that’s had me really excited and I’ve been dying to invest much of my time to is Sealark. Recently backed on Kickstarter, Sealark is…well, here just go read about it here. As soon as I knew who was making the music and heard what the dev wanted to do with the game, I was sold. I’m STILL sold. So anyway, I haven’t even played the game yet and it’s already giving me weird feelings. I don’t know what it is, but stuff like this just gets to me. And most of all, I just want to be a part of these other worlds.