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Tag: video games

Poor Man’s Zelda

The box art. Image via MobyGames.Yesterday, I beat 3D Dot Game Heroes, a Silicon Studio/From Software joint filled with lots of love for the 8-bit era, and the baffling design decisions that accompany it. A brief list:

– The plot of the game is basically the same as A Link to the Past‘s, minus the alternate world. However, the design takes very little else from that classic. One excellent example: in LttP and many other Zelda games, acquiring a new piece of equipment tends to be closely followed by a section—maybe even in the same room—where you have to use it. This is basically a micro-tutorial for the player, getting them accustomed to using the new gear. There’s few, if any, such scenes in 3D Dot Game Heroes. There was even one special item that I had accidentally missed and had to go back and get later on when I became stuck elsewhere.
– On a related note, the vast majority of bosses can, and probably should, be beaten without the use of any special equipment or magic.
– The dungeon designs range from all right to boring, especially when the room layouts start to repeat between temples. A particular cave passage specifically reminded me of the largest, most tedious dungeon in Final Fantasy—not a good thing.
– Many hidden caves abound, some of them with goodies, which can be opened with bombs. However, there’s more than one where talking to the NPC will reveal their anger at you blowing up their front door and extract compensation from you, typically 20 gold. Just one of these caves would’ve gotten the point across, thanks.
– There are lots of little sidequests that require obtaining items/information and delivering them to the right people. However, much like in the NES era, most people look the same, and those giving you the info offer very little else, text-wise, in the way of identifying information.
– On a similar note, there is at least one special area in the game which would’ve been much easier to find if there had been more differentiation. Also, some rocks can be blown up, but are only very slightly different, color-wise, from the indestructible ones.
– An item called the Bestiary can be obtained and used in battle to add monsters to it. You would think that whapping a monster once would be good enough for an addition, but most require multiple hits with the thing, some needing dozens.
– The loading screens are homages to old games, and, similar to the Bestiary, there’s an in-game gallery where they can be viewed. However, not a single one will unlock there unless you’ve turned on the right setting.

The game does have its charms. Along with the chunky pixels, there’s a slight tilt-shift photographic effect at work throughout, and said pixel chunks scatter nicely when various objects are destroyed. The soundtrack is pleasant and reminiscent of old games—I particularly liked the Dragon Quest-esque save-loading music—while mostly utilizing modern sounds. Some of the writing is witty. The Producer and Developer Rooms are cute.

However, if I put some more thought into it, I could likely come up with more annoying things to add to the list that makes up most of this post. 3D Dot Game Heroes is slavish in its devotion to the 8-bit era, good and bad.

My In-Game Bookshelf

Books!

This past Saturday, I played through the walking sim Tacoma. As in other walking sims, and many other games besides, one of the things I could do as the player was browse bookshelves. Tacoma takes place aboard a space station where something had gone wrong, and there are six crew members, each with their own quarters and set of shelves. Given how much one does or doesn’t know about the books on offer can tell the player—or not—a little bit more about these characters. I found novels, nonfiction books about a wide range of subjects, and a handful of names and titles I was familiar with. My favorite find was a set of Alice Munro titles, including the short story collection Too Much Happiness; I read the title story when it first appeared in Harper’s and it’s remarkable.

While examining all these shelves, I began to wonder: if I was a character on a video game spaceship, what books would be in my quarters? I decided to come up with a few books that I’d bring along on my video game space voyage. My current reading habits lean heavily toward multi-volume manga, so with one exception (in a nod to that Alice Munro set), each of these is a single book.

  • Akira by Katsuhiro Otomo – the exception. Six thick volumes of shouty young men, political intrigue, metaphysics, and gorgeous architectural disaster. One of my two favorite manga of all time.
  • Azumanga Daioh by Kiyohiko Azuma – this would have to be the single-volume omnibus edition, though I personally own it broken up into its original four volumes. A lighthearted and cozy school comedy, highly influential “moe” work, and my other favorite manga of all time.
  • The Great Gatsby by F. Scott Fitzgerald – I’ve read this three times: once as assigned reading in high school, again in college, and the third for my own enjoyment. A true “Great American Novel”, and just a good read.
  • The Little Prince by Antoine de Saint-Exupéry – my favorite book when I was a kid. Would be especially fitting for a sci-fi bookshelf like those in Tacoma, given that the title character resides on an asteroid.
  • Add Toner by Aaron Cometbus – a collection of excerpts from the beloved punk/memoir/essay zine Cometbus, which I’ve been following on and off for roughly thirty years now. It’s either this, Despite Everything (the first Cometbus compilation), or a pile of Cometbus back issues, including the ones that contain “Double Duce” and “In China with Green Day”.

Are there other books I’d bring along? Probably, but I’d have to think on those a bit more. These five, however, are my must-haves.