{"id":92,"date":"2007-04-26T05:49:48","date_gmt":"2007-04-26T05:49:48","guid":{"rendered":"http:\/\/decisionproblem.com\/seminar\/?p=92"},"modified":"2007-06-16T23:12:52","modified_gmt":"2007-06-16T23:12:52","slug":"dispatches-part-five-or-pandora-the-explorer","status":"publish","type":"post","link":"https:\/\/gamedesignadvance.com\/?p=92","title":{"rendered":"Dispatches, Part Six; Or: Pandora the Explorer"},"content":{"rendered":"<p>Well, I&#8217;m glad to have gotten a response already on my challenge, and expecting great things. Charles has unquestionably been one of the most insightful gamers I&#8217;ve met in the past two semesters, and I can&#8217;t help but eagerly anticipate what he&#8217;ll come up. Oren&#8217;s no slouch, either, though I wonder how seriously he&#8217;s taking this call-to-arms. C&#8217;mon, man&#8211; let&#8217;s see some action, here! I&#8217;ve only been here a year now, but even I can tell when there&#8217;s been a long simmering, old-school pro-wrestling style feud going on for a while. The two of you represent diametrically opposed philosophies when it comes to game appreciation, and I&#8217;m not going to rest until we see a bloody battle-of-wits-to-the-death! This is gladiatorial debate, my friends! The Thunderdome of persuasive arguments! Two games enter (well, three technically, but let&#8217;s just count both the MSX <em>Metal Gear <\/em>and <em>Metal Gear 2: Solid Snake<\/em> as one title up against <em>Ico <\/em>), one game leaves!<\/p>\n<p><!--more--><\/p>\n<p><em>Pandora&#8217;s Bridge<\/em><\/p>\n<p>I&#8217;m skipping past the several redundant Siren moments we dealt with last time&#8211; no need to reiterate what that segment&#8217;s like. I did enjoy how beating the first three of them becomes dependent upon killing minotaurs to replenish health&#8211; always good to see how the game&#8217;s various combat systems intersect at peak moments. I still maintain that the sound clues in the desert were random at best, but now that I&#8217;m past it they can just go about being generic, randomly spawning baddies throughout the game. At least they&#8217;re not as bad as those fucking gorgons&#8230;<\/p>\n<p>Now, the in-game cinematics and in-game barely-interactive-go-from-point-A-to-point-B moments are pretty effective in the approach to the temple. I like how the horn&#8217;s displacement of sand becomes a wry kind-of <em>10 Commandments <\/em>style Red-Sea parting. Also effective is the scene of Kratos&#8217; scaling Cronos to reach the temple&#8211; though I really wish it were an interactive segment, rather than a voice-over telling us how long the climb took. Maybe I&#8217;m spoiled by the grandeur of such moments from <em>Shadow of the Colossus<\/em>, but this was definitely one pretty big moment I felt cheated out of not to participate in. Sure, Jaffe&#8217;s spending too much of the game&#8217;s tech-specs on stuff that crowds up the game far more than Ueda did on the relatively minimalist SotC, but that&#8217;s just all the more reason for me to admire the bare, genuinely spartan Sony of Japan game, rather than the one from America. If Jaffe&#8217;s team had worked a bit harder here, they might&#8217;ve realized the potential they had with the Cronos character, and tried to work him into the gameplay, and not just a minute or two of the cut-scene narrative.<\/p>\n<p>That being said, I&#8217;ve realized that at least one reason that cut-scenes usually work a whole lot more when it&#8217;s using the in-game engine, rather than fully rendered graphics that occasionally dot this game, and others. At first, in this case, I thought it was just because the direction\/digital cinematography of the IGG cinematics were more expressive and dynamic than the rather blandly composed FRG ones, but that&#8217;s not really the case. Watching the IGG cut-scenes here, I was at once reminded of the IGG scenes from the MGS games, which never use FRG cinematics, and finally realized why&#8211; IGG moments use the same character and setting models used throughout the game as a whole, allowing the player to continue their connetion with their avatar even when not in control of it, while FRG moments use very different ones, which don&#8217;t let us in. Simply put, In-Game Graphic cut-scenes work because they use the same graphics from parts we <em>do <\/em>control, while Fully Rendered Graphic cut-scenes don&#8217;t work because it suddenly feels as though we&#8217;ve been invaded by something that isn&#8217;t the game we&#8217;ve been playing, therefore making us feel like we&#8217;ve lost control even when we weren&#8217;t in control to begin with.<\/p>\n<p>IGG scenes make us feel like we&#8217;re still playing the game. FRG scenes can make us forget we&#8217;re even playing a game at all.<\/p>\n<p>Oh, yeah&#8211; as for the whole bridge part. Nice early puzzle stuff with the drawer-cliffs. Felt like standard Zelda\/Mario stuff. Also reminds me&#8211; the whole conveyor belt thing was a bit slow from before, but whatever. Anyway, the pyre was a good reminder of death, but it raises the issue of voice-acting. Instead of playing the part of a cynical guy grown world-weary at seeing so many idiotic heroes get themselves killed in search of Pandora&#8217;s Box, the guy voicing the part just sounded as though he was kinda pissed about having to act in a video game. Not the highest quality of performances, at any rate.<\/p>\n<p>Jeez, where&#8217;s Kris Zimmerman when you need her?<\/p>\n<p>Oh, yeah, and the cave-trolls&#8211; I&#8217;m never watching LOTR ever again. At least not until people stop putting its creatures in their games for no fucking reason.<\/p>\n<p><em>Rings of Pandora<\/em><\/p>\n<p>Interesting camera angles in regards to the manipulation of the lever&#8217;s rotation of the layer&#8211; adds a nice subjective touch to the experience. I haven&#8217;t gotten far here, so I can&#8217;t say much, other than to attest to the fact that it doesn&#8217;t make much sense as to why Artemis&#8211; Goddess of virginity, the hunt and most importantly, <em>archery<\/em>&#8212; is giving you a <em>sword<\/em> as a weapon. I realize Zeus&#8217; lightning bolts were already offered as a long-range weapon, but wouldn&#8217;t a bow-and-arrow from the moon goddess have made much more sense?<\/p>\n<p>Anyway, It&#8217;s 1:49 AM, and it&#8217;s just looking like a giant <em>Ico<\/em>\/<em>Zelda<\/em> clone from here on out in the temple. I&#8217;ll get back after I reach some more of the more indigenous gaming available. Until next time, pleasant dreamers.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Well, I&#8217;m glad to have gotten a response already on my challenge, and expecting great things. Charles has unquestionably been one of the most insightful<\/p>\n","protected":false},"author":19,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"_links":{"self":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/92"}],"collection":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/users\/19"}],"replies":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=92"}],"version-history":[{"count":0,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/92\/revisions"}],"wp:attachment":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=92"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=92"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=92"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}