Music of the Month; Flash

Flash is dead, long live Flash. You might not remember the time when websites were blinky hells filled with animated .gifs and midis put on automatic blast. That’s not Flash, Flash hells were similar, but worse, with multiple elements of a site built from different pieces of flash and stuck together. Stopping all those scripts and different Flash elements became one of the many reasons why you wanted to block scripts on a site. Not only did it make the site loading faster, but also safer. Plus, much fewer ads to go around. Flash became less and less relevant in the teens, and now with the change of the decade, it’s support has been ended. HTML5 and whatnot have taken its place as the annoying fuck on the Internet that makes the otherwise pleasurable browsing such a bitch and a chore. Nevertheless, in the late 1990s and early in the New Millennium we had a golden era of Flash Animation, something that brought marvellous spectacles from every corner of the modern world to the trash tier TV-shows. Experimentation lead into some shows down the line being fully animated in Flash, and its janky and terrible looking animations became somewhat a standard. Even before Flash, we had Shockwave, but I guess only some people remember the Shockwave game sites, which were pretty much the same thing in Flash game sites. Just different platforms. Flash archives will keep all these products of the early century’s Internet culture at anyone’s hand, and people interested to see how… interesting it all was at the time. Play it once more, Jack.

By this point I assume most of Muv-Luv fans out there have already geeked out when it comes to Project MIKHAIL’s Pre-Alpha footage. While it only shows very early footage, it’s showcasing symptoms of doujinshi jank, a topic few posts back. There are some visual cues that have been taken from games like Guilty Gear Xrd with how hits pause the action for an effect. There are loads of effects on the screen as well, obfuscating the action to a large degree. Perhaps the screen is zoomed in for whatever reason, but that’s whole other issue. There’s also lots of glow and bloom in the glowy bits, which plays into the whole overt amounts of effects in play. Sure, TSFs have sources of light on them, but this is more an issue of modern design of having armour bits and shapes include nonsensical glowing parts, lines and bits that make no sense. Even if they make sense, they’re far too bright or constantly on. Granted, this is pre-alpha, so maybe all that stopping-effects is just the engine struggling, though I have some doubts on that. Then again, if this is going to be a mobile game, I’ll clock out early on.

The ultimate TSF action-game is still far away, as it would be a modified version of Virtual-On for massive arenas, freedom of combos and weaponry combined with thousands upon thousands of enemies coming at you at once. After all, TSF and Valgern-On controls are an expy of VO. I must admit that if I were to have a word in this development, I’d make a clear difference between standard TSF OS and XM3 upgraded ones. The main difference between the two were that XM3 allowed motions to be buffered and ignored certain safety regulations with the TSF, whereas the standard OS only accepted inputs after it had finished the previous action and had returned to a safe position. Meaning that an old TSF ace knew how to string and time his actions never to have the TSF stop moving, whereas XM3’s input buffering allows the pilot to bypass the restriction. The learning computer TSF OS has as a part of it comes into play here, as its AI was taught how the pilot would act and would anticipate the motions done in what circumstance, further taking down the movement lag between inputs. While this would be somewhat difficult to implement in-game, perhaps introducing some sort of smoothness of function to the action would be representable. After all, TSFs require their pilots to train in the sims in order to function as smoothly as possible, while a raw TSF would control like a frozen truck under a load of cement. Probably never going to happen, but it’d introduce an RPG-like mechanics to the player avatar growth as well as require periodical visits to the simulators, especially when gaining a new unit.

I won’t be discussing this year’s plans, as we’re hitting a 10-year anniversary relatively soon. We’ll discuss what comes after we’ve crossed the rubicon. For now, remember to sharpen your knives. After Christmas, they’re probably in even worse condition. A sharp knife is much more safer tool in the kitchen than a dull one.

Music of the Month: Drill Domination

I’m writing this post, though I should be sleeping. I’m using the excuse of eating to stay up enough to write this post, while in reality, my food is still in the microwave because I didn’t feel like cooking chicken risotto this late in the middle of the night. Sudden shift changes due to a robot being programmed have thrown my daily rhythm to hell, which doesn’t really jive well with me exercising. Despite my utter hatred, dislike and sheer abhor towards exercising, I decided against my better judgement to start it again, as your body is the best investment you can have. That’s one more thing that eats two hours of my daily life away from hobbies and other stuff I should be doing. Then again, my scanner/printer just broke down thanks to a part that’s designed to break down in time due to its smaller than necessary contact points bending easily under normal ink cartridge usage. Don’t buy Epson.

With food in front of me and half a litre water in my mug, I’m wondering why the hell I didn’t do enough food for the whole week. I’ve noticed that salads don’t keep me full for the whole day. Eating before I go to sleep might cause some mishaps according to some, but at least I’m not hungry and I have the energy to exercise in the morning.

That doesn’t change the fact that I hate exercising in the morning, it makes me groggy for the whole day. Pissed off, unsociable, and generally about as enjoyable to be around as a bear shot in the ass. I guess that also makes me want to do my job as fast and as efficiently as possible so I could be done with it. I’ve picked up reading again due to some of the downtime (that may be increasing in the near future thanks to the whole Chinese originated flu floating about) and the series I’ve picked up again is A Certain Magical Index and its numerous spin-offs.

The problem with me and reading is that I’ve taught to think through the prose I read. Turning your brains off can’t be done, unlike with other media. This is partly why I prefer science fiction to fantasy, as fantasy doesn’t handle concepts as SF does. An exception to this is Japanese Fantasy, which blends SF into itself to a far larger degree. If The Lord of the Rings was a science fiction work, the concept of the ring and its abilities would have been explored further and in far greater detail. However, for fantasy work, it isn’t necessary or even desirable at best. Some of the Japanese prose has a tendency to stop the story in its track and explore a concept through a wholly different lens, sometimes citing actual studies or experiments. Some works turn this into a whole dialogue and explore the extent of the concept as a whole or its possible branches before putting it into proper use within the story. Purple’s Qualia does this to the point of fault, as a friend mentioned the work’s like the author was masturbating about these subjects. Funny that thing, he doesn’t like Science Fiction all that much. Another friend agreed the works’ pretty dang sweet, so what’d I know.

A Certain Magical Index is a series that’s a rarity for me anyhow. Both its literary and animated versions have their own strengths and pacing. Sometimes the books work out things better, sometimes the animation adaptation takes the lead. Going through both, even if I’m already familiar with the other, seems like a worthwhile effort. Reading through all these books will take me ages, but I’ll squeeze a book or two in some slots whenever I have downtime and haven’t planned on doing a scan-marathon. I should try to have one this Saturday.

What I find interesting in the series is that outside the whole practical exploration of concepts within the work’s setting, it goes to town with them. Often I end up questioning a pathway of a story or author’s decision to have events and concepts turn out in a manner that ignores their secondary characteristics. With A Certain Magical/Scientific series I’ve found constantly that these secondary characteristics, even tertiary in some cases, are weaved straight back into the whole story not thirty seconds after I’ve raised a question. That is mostly because the characters aren’t written as dimwits or idiots as most of their fellow genre characters often are, as they often stop and think. An example of this whole thing would be something like as follows; a concept of a person split into two cyborgs with different halves is introduced and explored. The two halves are clearly distinct beings that live their own lives despite being sourced from the same person. AI and advanced cybernetics have been helped to realise this (Academy City, the main setting of A Certain Magical Index is a scientifically hyper-advanced self-governing city with everything being tested and examined from weird mixtures of food to creating false deities). After living as two separate beings, the two halves are rejoined together. The rejoined human has two different sets of memories, but the overall acceptance of the situation and the participant’s psyche hasn’t been damaged or has rejected two sets of memories from the same time period. My first question after this was straight up What about the mechanical parts? and ‘lo and behold, the main point of the story ends up being these secondary elements, where the experiment also brought the cyborg halves into one whole, resulting in an android that considers itself as the same person. It just lacks any memories before the patient was turned into two cyborgs.

The series is full of these What about this thing? moments. It’s an effective use of a relatively short length of the books themselves, and the series is almost wholly consistent with itself. When a series runs a decade and then some, there are bound to be some small issues here and there, but nothing major. For an ever-expansive series, a franchise really, the overall story hasn’t really let go of its interesting characters and slowly building plot that keeps raising the stakes. I would be amiss if I didn’t mention that the series also crossed over with Virtual-On, which is why the series experienced a short, but oh so sweet, come back.

I guess that covers things what’s going on. I’m certain you’re able to read between the lines that the current situation where I am is somewhat dire, and despite my personal feelings and wants, I’m still returning to write an excessively long post about nothing to start the month with in order to get some steam out, as well as forcing myself to get rid of some fat again. It doesn’t matter regarding the blog itself, but things aren’t… well. That will, sadly, be reflected in the future posts but hopefully not in their amount. I doubt things will get better towards the new year either. I’ve got to start prioritizing. Maybe I’ll start writing more about single entry series or things that I’d like to have covered like I’ve done with Muv-Luv and Purple’s Qualia. Ah well, just wait ’til I start spouting shit about compact cassettes.

Music of the Month; Major Demon

Whenever I find myself discussing electronic game history and culture, I’m always surprised how much information out there is heavily biased towards the American view. Take the 1984 video game crash for an example. It’s touted as an industry wide destruction that was dooming the whole industry. Rarely you see anyone mention that arcades were doing just fine and neither Europe or Japan (and by that extension, rest of Asia) felt the effects. Nor is it often mentioned that this was the second time the video game industry felt a crash, as the first one was experienced in 1979 with the death of Pong clones. Atari managed to survive that market, but the saturated Pong consoles didn’t experience a smooth transition to the Second Generation as much as it was a truck driven to a wall and whatever could be salvaged was put together and out. Then again, only in the US. Japan had its own thing going on with Cassette Vision and other domestic consoles going around with Atari’s consoles being mostly a niche, a side dish at best. European markets have always been more driven by computer markets rather than consoles, hence why the British and French microcomputers mostly get a glancing mention in US sources based while European memoirs celebrate them. Because of these microcomputers, every console in until the PlayStation had a hard time to penetrate the markets, especially if they were disastrously mismanaged like the NES and its high-cost cartridges. The Sega Master System managed to nab important countries under its belt due to decent marketing and cheaper titles. In the meanwhile, ZX Spectrum, Commodore 64 and similar computers were making strides, alongside later entries like Atari ST and Amiga. The only real place the NES pounced its competition like there was no tomorrow was in the US, as even in Japan Famicom faced serious competition from the PC-Engine.

It’s understandable how a lot of misconceptions about the electronic game market of the 1980’s have come about. Not only it was an era where Japanese economy bubble was rumbling across the world, but also a time when the industry was still brand new and saw its most dramatic high and lows. After those growing pains, electronic game market has been rather stable, though it becoming a behemoth of all entertainment industries has also translated to rising costs across the board. Nevertheless, with the NES striking gold in the US, lot of assumptions and deductions where made based on the local market synergies, as Nintendo was represented somewhat homely device as were its games. One of the reasons why Nintendo saw so much effort to localise certain Japanese big hits, like Dragon Quest, with loads of extra content in the package, as well as their now infamous censorship rules. Due to the sheer separation of markets, the US wouldn’t see the progression of Japanese developed games until the NES hit the shores, effectively skipping many genre’s and NES’ own growing pains, and pretty much all of the classic NEC PC titles, outside some that got ported to MS-DOS at a later date, like Sorcerian. This would lead into old arguments about some games being ripoffs of others or companies copying style and design from others, while the matter might be around. The previous post can be said to be about this to some extent.

Europe of course had all the trickling effects, and Nintendo never even enforced the need to properly convert NTSC 60Hz games to PAL 50Hz. Funny that, it also goes backwards, with some European developed games run unintentionally faster on NTSC systems. Not that Sega cared either, and the industry standard of not doing the necessary conversions stuck. Video games are a business after all, you put limitations and rules what can be in these titles to encourage sales, and flaunt your stances and values in the best ways you can to show the customer how much trust can be put on them.

Not exactly my usual month’s breaker, but I don’t really have much plans. Due to changes in career and job description, my usual work days have become longer and while work in itself might be easier with robots, it is more stressful with its own little issues that I have to learn from the mud. Moving these posts’ release schedule to 16:00 GMT0 have made a significant different in how much time I can put into typing stuff down. Hobbies shouldn’t feel like work, and I’ve removed quite a load with that simple change. I’m not exactly sure if there is a notable difference in quality or amount of text I’ve produced during as of late. With summer heat hitting the streets more and more each day, I’ve found myself wanting to spend more time out, hence there might be times when I’ll just miss a post intentionally. Not that I’ll abuse this decision, breaking a decade long habit is rather difficult. I’m also adamant on returning to make reviews at some point, but that really depends if anything interesting comes at hand. My heart still lies in reviewing controllers, but the sheer lack of need for new ones and nothing peculiar coming my way has thrown a monkey wrench in those gears. Ah well, I can always make those short series introductions.

Music of the Month; Dogora

You probably did (not) notice that updating was a bit off last month. You know the usual song; stress, work, the two combined, twists in social life, lack of time and so on and so on. The month went by faster than expected, if I’m being honest. Missed some news I wanted to touch upon, situations and events passed by like they were air. Doesn’t exactly help that I’ve hurt my wrist, so I might end up being economical for the next few weeks when it comes to typing.

That said, why Ifukube music all of the sudden? For whatever reason, I began to listen Ifukube out of the blue this week, and his pieces played on during my off-hours non-stop. There were numerous pieces I never listened to, or took any notice really. Ifukube’s library of songs he composed for Toho alone is very vast, and this song above somehow stood apart. While Ifukube’s songs are rhythmically cohesive all around, something about Dogora VS Self-Defence Force playes differently, as if there are two parallel pieces going at the same time, but always meeting at key points. Ifukube felt that to fully understand movie and its music, the two should always be together, as separately they lose the effect and power they were intended to have. I fully agree with him on this matter. Be it games or theatre or whatever, when you have a scene specifically set to music, the lack of the scene or vice versa will always leave something to be desired. Then again, I still know jack shit about music, so this probably is nonsense babbling.

While this probably would make a post on itself, the whole situation with the leaked Dragon Ball English audio with the voice actors letting things rip like no other. If you want to check ’em out, if you already haven’t, there’s a Google Drive with them. While we could discuss ethics of the situation, like whether or not they were justified to use the soundtrack or the like, I really don’t see any point in this. People at work sometimes have to let some steam out by doing stupid shit and laugh after, or even during, hard work. It’s funny to have a character go balls-to-the-walls wack sometimes and make them say something inappropriate. These bits really are something that should never cross to the customer side of things, and people letting stuff out like this is nothing out of ordinary. It is an open secret that voice actors and people working with them often allow all sorts of stuff going on during sessions to ease things out.

This Dragon Ball example is just the latest thing, though before this the most famous one was the Thundercats leaks from way back when. Hell there’s a page dedicated to them. These two things are the same thing really, be it bloopers, outtakes, leak reels or whatever. The voice actor of original Lion-O, Larry Kenney, discussed that this happens. While some might find these jokes and skits offensive, the American voice acting culture at workplace more or less has it as a working standard. The Japanese working culture wouldn’t allow stuff like this, but at the same time, they often don’t give a damn how shit rolls in Overseas market. Just look at how terrible translations are across the board, be it books, games or movies. Then you have shows that were let do whatever, nobody cared. Cue for Ghost Stories English dub. It’s like a whole show of outtakes. Of course, Toei doesn’t really like this thing at all, considering they are paranoid about how Dragon Ball as an IP is handled, and with the Internet outrage culture making its rounds, Funimation probably will feel some results from this backlash. There’s a whole lot more with one of the VA’s suing Funimation after they fired him for reasons and such, but as I usually say; don’t care about the provider, care about the product.

What’s for next month? I can’t really say. That foxgirl Kickstarter got funded, though there’s not much to talk about it. I’m just glad more people will be able to get their hands on it now that it comes gets an English translation. However, I am pretty sure NijiGEN won’t get funded despite being halfway in, because it has sat there for a week now. Not much to talk about if it fails, but if it succeeds, I’ll be sure to keep tabs on it. Then again, with Ifukube being the music, and music sets the month, perhaps I should make time and rewatch Shin Godzilla in order to expand Themes of Godzilla post. I have found that the more I mull it over, the more stuff I consider I must touch upon. Better just cut my losses and get it done with. It’s just one weekend spend on it, whatever could go wrong? Of course, all the âge related stuff are completely open and I still have a folder on my desktop to remind me that there are few more TSF stuff and other subjects to touch upon. On one hand, perhaps I should cut blogging so that there’s one major post a week, and whatever small ones every time something interesting catches interest, but can’t really see that format working. Yknow, they’d be about as rambly if not even not more so than this post. I’m not going to ask for you to drop a comment if you’d like me to try it out, because let’s be real, nobody would comment anyway.

Remember to sharpen, hone and oil your knives. Sharp knife is much safer tool in the kitchen than a dull one, and the same goes for scissors.

Music of the Month; Megalomania

It has been a rather stressful last month or so. I didn’t even notice when summer months turned around, and that I could’ve set this post last week, or earlier. Things just flow at a rapid pace, with summer heat being a pest. Even my plan to attend a convention to have a presentation was shot down by car breaking down on me and the spare part might cost up to a grand with some luck. There has also been a death in the family, so excuse me if this post will end up being rather short and anemic.

I’ve come to a point where I can safely say that I won’t be planning the future of the blog. It was certainly fun to plan stuff out when and how I’d make certain posts, but that’s just not all that possible if I want to spend any time off the computer screen. That’s not to say I’ll just abandon every long-running posts I have, but as you’ve noticed during the last year and a half (or most likely, have not) is that all plans have mostly gone to shit. Time is of the essence, and that is something I would like to spend elsewhere at times as well.

To cover some topics quickly, the gaming disorder has now been officially been recognised as a disease by the WHO. I’ve covered this topic myself few times over, and the arguments and sources linked in them still apply. WHO is not exactly the most popular organisation going around, and I hope this will be redacted or made far more accurate than what its current for is, as now its determinants really fucking everywhere. You could apply the main forms of it to any enthusiast in a given hobby. A healthy obsession for a hobby is a thing, but hey, a person who appreciates their hobby to a high point should now be considered mentally ill. What a load of shit. Niche Gamer has an opinion piece why WHO is flawed classification, echoing some of the stuff I’ve already written, but also going into deeper and wider look. Ryan Pearson’s article touches on proper points, but leaves the whole political aspect out. Maybe for the better, outside some of the internal leaks that commented on certain nations pushing this classification there is no solid evidence for it.

There’s a new Godzilla out there, and I honestly have no want to see it. The 2014 Godzilla was a disappointment at best, extremely boring at worst. As a movie, it was extremely kitch, safe and resorted on failing consumer expectations. I might go to see Godzilla II (I do love how overseas market gets a number before King of the Monsters in an era where too few movies are numbered anymore) and do a short first impression review, but I’d need to kick myself into the theater and get someone to go with me. Not a tall order, but this is also a good time to rewatch Shin Godzilla and add its themes to the Themes of Godzilla post I have floating around. That’s a post that should get expanded, but with what time?

Here’s the beef I’ve always had with Godzilla, and technically with any other franchise that does the same thing Robocop; it gets dumbed down for the kids. Not just in story, but also in production values and themes. Those movies that are aimed for children audience mainly have the short end of the stick in every regard from story to special effects. The VS Godzilla did find a good balance between adult themes and kid friendly Godzilla, but at the same time looking at the series in perspective it is clear how run out of worthy ideas and resorted on their catalog of popular monsters, setting the whole theme of reusing and revamping old monsters in new guises for the future. Godzilla stopped pushing the envelope well into the 60’s, yet the VS series didn’t even try. Space Godzilla? Evil Mothra? Plant Godzilla? Another Mechanical giant monster based on previous monster? I do love the VS series of movies, but goddamn do they look meek when you take the nostalgia goggles off. Ever since I found out the Gamera trilogy, I’ve been going back to those movies ever since, and its influences are very, very strong in these new millennium American Godzilla movies. Maybe I should just cut this rant short for now. There is room for a serious Godzilla movie every now and then, but the rest will colour the cultural perception. It’s just that very few want to make a good Godzilla that took itself and its themes seriously. No, let’s just drop an Oxygen Destroyer as a missile and call it a day. Let’s not even consider its ramifications.

E3 is around the corner again, I honestly couldn’t give jack shit at the moment. I know I used to make posts about it, but with the lack of time (there’s that again, I’m repeating myself far too often) I’d rather not spend three days of watching direct advertisement meant to sell me games I probably don’t want anyway. Less reason to get angry, more reason to enjoy whatever sunshine and wasps this summer offers. Sure, I’ll probably end up writing a post or two if something interesting pops up in the news sites that warrant speeding the videos over after the fact, but otherwise, I really have to question the hype surrounding E3 when it is world’s most expensive marketing event. Hatebait click articles of course would make money, but that’s not how we roll here.

How we roll is with tea heated in the microwave, added sugar and drinking while the spoon is still in the mug. Just remember to sharpen those knives of yours, that makes cooking safer.

And oh yeah, R-Type Final 2 has some 50h left in its Kickstarter, throw some money at it if you want to fund a resurrection of one of the genre defining franchises.

Music of the Month; 3-2-1 Let’ Go

So, here we are, more than a decade since the last proper R-Type game that wasn’t driven by plot and tactics, and R-Type Final 2 has been announced. Seeing that there are a whole generation who seem to have missed the franchise as a whole, I’ll be giving it a similar short introduction post in the same manner I did for Aleste. The death of the shooting genre might be two decades old, but when a venerable name like this steps back into the field, a name that once wrestled in the same class as Super Mario, Sonic the Hedgehog, Gradius, 1984,  and other heavy hitters, it should be noted. R-Type returns to its roots, even if for one title. More can’t be asked for. More on that when the post proper gets made.

As for posts that should or should not be made, I know work is a constant and recurring excuse I give out on being either late or simply not having time to do proper research for the longer posts I was so keen to make, but I have to resort to that once more. Sadly (gladly?) our production got ramped up by a notch again, meaning work needs to be done and yours truly is there to meet the quota. Maybe it’s a blessing in disguise. Then again, I will have that full four weeks of summer vacation, all of which I can spend inside and write and scan stuff that I’ve missed. Like last week. Last weekend was a mess, as I was supposed to go out of town, but got sick thanks to cold nights with fever and all, and in the end couldn’t do jack shit. I’ll be doing double duty this weekend to balance things up, though I’m more and more convinced I’d need someone else on this blog to ensure content production keeps up in the schedule, but very few people are willing to do stuff like this out of joy of it all. Topics for those are already lined up, and interestingly both of them are shooting game related. Well, the above should give some strong hints on what the other will be.

I’ve put the third post about scanning on hold for now, as I need to track down some nice old games related magazine to scan, but it can’t really be any magazine. It needs to be from around the mid-90’s and of certain kind. A high-end publication won’t do, so I might try to find my old mag that covered Spaceworld 1996. I remember that being in a very busted condition and the overall paper quality being of semi-decent kind. It might be lost to time at this point, but I can always track down something else. Might be worth tracking down a random 90’s Japanese gaming magazine instead for record keeping. I’ve also asked a Youtube for his view on the matter for a third party view, and we’ll see if either of us remember to say about that when I get my hands on whatever magazine it ends up being.

Enjoy the music piece, and please remember to sharpen, hone and oil your knives now that a new month as kicked itself into a higher gear again. A sharper knife doesn’t just mean better cutting, but also safer cooking. A blunt knife slips and rips more easily, and is danger to all.

Music of the Month; Ninjas

You know what we’re going to talk about again? That’s right, censorship.

For the last few days, Kenichiro Takaki’s interview on Inside Games have been making some rounds about the Internet. Pretty much everyone has covered this at some level, with Lewd Gamer having one and Censored Gaming having a video on the subject too. The topic that Takaki mentions is sort of side mention on the overall interview, but the core of it is as follows; the original idea for Senran Kagura 7EVEN would be impossible to release and the developers have to reconsider everything about the game itself due to the censorship policies Sony is currently employing. Furthermore, Takaki mentions that these regulations are trend that will spread further.

Imagine that, an entertainment many consider a form of art becoming censored to serve a view. The moment art has been perverted to serve a view by limiting what can contain within the art, it stops being art and becomes a vehicle for the ideology the censor upholds.

That is, if we consider electronic games as a form of art. Otherwise we might just have to face that the industry is a business where business sensibilities and winds of politics play extremely large role. I guess the late 2010’s and part of 2020’s will be remembered when Sony and Valve, and maybe some other corporations as well, begun to censor games harshly in moral panic about sexual depiction of fictional characters.

You may laugh at the whole thing, it is “only” Senran Kagura after all. Then let’s not forget all the titles Valve has banned from Steam, or the extensive censorship NISA employed within almost every title they publish (not to mention the sheer amount of bugs their localisations are known for, or the lacklustre as all hell translations they have going) or how Sony has effectively blocked titles from being published due to their risque nature. I’ve talked about these few times over. It’s not just a slippery slope we’re having here, it’s a no-friction glassy ice slope at 60-degree angle we’re trying to not to bust our tail bones on here, and we’ve got nothing but shitty shoes with hard plastic soles. The only way the consumer can effectively fight against this is by getting political and goddamn I know most of my readers hate that.

Thankfully, this time it’s easy. No reason to grab the flag of your political view and some Molotov cocktails, but simply to refuse to support or purchase any products from the offending companies, refuse to use their services and goods, and make sure that that they know it. Send ’em an email, go to a forum or whatever. Money talks more than empty promises or deeds gone cold. With the amount of entertainment and games out there, you will always have other options that will fill that niche. If that’s not the case, that’s a goddamn good time to start looking into alternatives that you didn’t know existed. Easier said that done, I know.

But why is that I keep talking about this titty ninja franchise? That’s something I had to ask myself when Takaki’s interview came out. Am I fan of the series? Do I just appreciate it? Despite the rather mediocre nature of majority of the games, what makes me coming back and revisiting the series time and time again? I’ve got no answer for you, and I can assure you its not not the front and back assets of the characters. I’ll be breaking some character as the blogger with this and rust up a post about how exactly I got involved with the franchise. It’s like that old ass Kimi ga Nozomu Eien post from years yonder (Jesus Christ I hope I’ve gotten better since then) but about a series that’s still relevant. No, I’m not going to put much trust in KGNE remake, especially now that Nekopara-style has vomited itself all over it.

Speaking of other posts for the month, or for the next two months depending how much I’m going to overwork myself, nothing definitive has planned outside the usual stuff I talked in January, but now you can add Iczer Robo’s visual history to that, where I cover some of the major illustrations and designs that the Iczer series’ mecha has seen. This’ll include some of the more obscure ones as well, namely the original comic version and its 1990’s counterpart, and the two animal themed mechas from Iczer-3 audio drama, because Iczer Dragon needs more love in general.

Both will take some time to finish. In the meantime, I’m to grab a bottle of whisky and celebrate my anniversary.

Music of the Month: Rock the World

After spending good three days of building my new PC and troubleshooting things that have been popping up now and then, I completely forgot that I was supposed to write something for Sunday. That’s not the only thing I’ve forgotten lately, due to being so damn tired. Enough excuses, let’s get this on the roll.

So, whatever plans I might’ve had are more or less out of the window thanks to people ordering more and more stuff from the place I work, meaning the speed and production amounts have been upped ever so slightly but enough to push the proverbial breaking point of the manufacturing process. Rather, I’ll have to approach things by case-by-case basis and hope that I don’t put things out too late. Well, I’ll be doing Mega Man 11 at some point.

As such, I’ll use this opportunity to comment on the previous post about Capcom’s IR materials. It’s a long post in comparison to most and has quite a lot of hot air, but something that needed to be covered. Rather than spouting what Capcom says, here’s my personal take what Capcom wants to do in the future; high-end games.

Monster Hunter World and Resident Evil 7 have been big hits, and Capcom seems to think it is thanks to the games having high production values across the board, especially in the graphics department. While the term artisanal design was thrown in there, it ultimately means very little if not expanded. Effectively it means master craftsmanship and how something is worked by hand to perfection, but how well that applies to Capcom’s titles is up to interpretation. They are infamous for dishing out game sequels after sequels, though this has been on the slower end as of late. Game development has gotten more expensive with each generation and they feel it. Each title has to be bigger and more successful than the previous. The two aforementioned titles fit the bill perfectly, something Resident Evil 2‘s remake and Devil May Cry 5 do too. While the games will have something the consumers will have to scratch their heads over with, Capcom is putting a lot of money and time into them, hoping to get return in their investment. MHW is regarded a cornerstone within the company in terms of success, and they want to replicate that.

Furthermore, Capcom is surprised by the success of Mega Man 11. Without a doubt it has come as a surprise, and the Man of Action Mega Man cartoon basically exists to drive brand recognition, especially among younger consumers who have no previous experience with the franchise. The initial sales have been very positive and the reception of the game has more or less followed the same pattern. Above all, Mega Man 11 is a PR victory for Capcom and does go against their set idea of high-end games, something consumers should be somewhat happy about. MM11 was relatively cheap to develop, which probably served more to its favour than most think. It also shows that games don’t need to be at their highest ends in order to make a mark. Capcom probably took notice of this, as they’re also noticed the good sales the Mega Man X collection was having.

This has lead them to consider reviving some of their old IPs and the upcoming Capcom Belt-Action Collection is probably is part of the whole deal to see what sticks to the wall. Sadly, Capcom doesn’t have the licensing rights to some of their best beat-em-ups, but at least the collection has the first ever home port of Battle Circuit, something long-time Capcom and CPSII fans have been waiting for. When’s Wazrard getting a proper home release? Does this mean fan favourite IPs will be revived? Naturally, no. First three people who I saw commenting on the post said Breath of Fire, but I don’t see that being very likely. Firs being that BoF was never a great seller and that they have better options to fill the RPG quota if they want to. However, the one thing that is in BoF‘s favour is that Capcom recognizes themselves relying on limited genres, with fighting games, action and horror taking the top spot. Capcom has to diversify its selection at some point, but that may go toward mobile gaming.

According to the materials, Capcom has been making loads of money in the smartphone market, but still don’t have much success in there. What does this mean, exactly? They’re not the top dog and despite the few titles they manage to get money out, the competition is making bigger bank. This is largely an Asian thing, as the mobile game market is absolutely bonkers huge there, eclipsing both console and PC market without any margins of error. It’s no wonder companies like Blizzard want to release a game into the market like they were horny teenagers with free access to the corest of hardest porn. We’ll get to Blizzard’s PR disaster with Diablo Immortal on Wednesday, it’s a damn good example how not to do consumer service. But this is Capcom, they don’t give a damn about the mobile market in the West, as Asia’s the gold mine and they don’t have the tools or skill to mine money. Maybe Capcom wants to see if they can do something else in the market, or maybe they’ll put more effort into expanding genre selection on consoles and PC. That’s why testing waters with cheap releases and collections is important to them. I’m not saying you should go buy MM11 or any of the collections in hopes to gain BoF Collection, you should always buy only what you think is the best value for your money. More RPG related stuff Capcom has been putting out might sway them more, or showcase how something similar makes good sells. Like most Japanese companies, Capcom seems to be data driven. Showcase them data and examples to support your claim or suggestion, and it has geometrically highest chances of getting through.

Whatever Capcom puts into production and announces within the next year will be based on the success and methods MHW and Mega Man 11 have laid out when it comes to consoles and PC. Mobile, well, we’ll have to sit tight and see.

Music of the Month: 8-Bit Brave

Ah, what a month has it been. If you’ve noticed that the writing has been all over the place for during January, that’s because I’ve had much less time to given any emphasize toward quality (or whatever quality goes into making this blog) and just getting something out. Let’s stretch a bit, as usual for these posts.

We basically skipped the usual robot related design and a review post. The Virtual-On historicals have taken their slot, as they require comparatively a bit more research than what I have time now, especially considering I still need to play the games to give them a proper assessment rather than just going with the flow. I’m also planning an additional post about where VO has appeared outside of its own games, mostly mentioning Valgern-On and MARZ‘s Super Robot Wars entries. There’s quite a lot of to do with these upcoming three, and I can’t even begin to write properly about A Certain Magical Virtual-On as of now. I’ve also added the VO entries into Robot Related Materials you can access in the menu on the top of this page.

With VO posts doing relatively well for a niche topic, I’m considering of doing more of post of their sort. Not necessarily historical entries per se, but more series or franchise comprehensive series. Still, Muv-Luv and Guilty Gear related stuff still reign at the top of most hits, with few mecha and that NES region free post in the mix.

With my new work contract that I’ve gained via career change, I’ll be working a full day-job in five shifts. Whether or not I have time, or simple energy, to write something of worth nothing twice a week may become rather challenging. I’ve decided not to push myself with this, and will allow myself to pass on one of the posts, if deemed necessary. I’ll try to drag A9Doc, who did the neat Digimon post recently to cover my sorry ass, if he manages to come up with a neat topic. You may see more Digimon related posts than usual because of this, but all of them should touch on character designs or the like first and foremost to keep it according to the blog’s theme.

This also means I’ll be breaking the thousand word limit I’ve had for years now. This is to ensure that I can include all the things I’ve wanted to mention rather than splitting some topics. In some cases, I’ll forgive myself if I got well under that golden standard I’ve been living up to. If somebody is wondering why I had such a limit, it was because early on I got some feedback that I tended to write posts that were too long to read. Thus, cutting back and making them more palatable was the goal back then, but that was then.

To help with things overall, I will take last year’s Monthly Threes and combine them into one larger post per topic. Is this cheating, I hear someone ask. It partially is, but these posts have some of the best stuff I’ve done. With some encouragement from a certain Casp O’saurus, I’ll be picking some of my better posts and try to spread them around a bit more.

As for the ixtl/âge stuff, there hasn’t been much I’ve wanted to comment on. I never made any posts about Avex picture’s acquisition, because I never got a good picture what sort of company they are, in the end. There are less good sources to go through, and things being more or less standard Japanese corporate politics says things can go either ways. Either ixtl will stay as they are and be milked to the end, until they’re absorbed fully into avex as a whole, or they’ll manage to do some seriously impressive stuff that will make money. Knowing ixtl’s track record, despite the Kickstarter, things can go either way. At least the translation team has now moved to ixtl’s stables. We’ll just have to sit back and see when everything has been cleared out, as they’ll have to relaunch Muv-Luv on Steam under a new publisher now that Degica is no longer involved.

TSF comparison entries are still planned, but just as with the Guilty Gear comparisons, time is a commodity  that I don’t have too much. I’ll plan one of each for March, as February is still Virtual-On country.

I once said that I’d follow Yo-kai Watch‘s success in the West, but seeing its success was less than expected, it really did drop from my radar. I picked up the first game from sales recently, and I have to admit that I’m liking its semi-automatic battle system. I’ll have to play it a bit more to get a proper feeling, but all things all, I can understand well why the series got such a loud applaud in Japan. Maybe a review is coming out on it at some point, but not anytime soon. I’ll be giving some of the sequels a look too, and how they’re managed to change the formula.

And oh, the reason why Yuusha Oh Tanjou! got the spot this time around is that The King of Braves GaoGaiGar‘s final episode’s 20th anniversary was on the 31st of January.

 

Music of the Month; To Fly Through Fire


It’s one of those months for sure

I recommend people to carry some sort of pocket knife with them. Not in order to do violence, but to have a tool with utility. There are times when in an emergency arises and having something sharp and multiuse comes in handy. Like when your work clothes catch on fire, and you need to get them off as soon as possible. In a car crash it comes handy in cutting your seat belt off, it you can’t get the lock system open. Of course, you can slice apples with it too.

To talk about the whole mecha post issues I’ve been having, mainly that I haven’t kept the transformation theme constant and skipped it few times around, it’s a combination of lacking time to put the time into proper description and finding really good sources. There are few books out there that I could recommend for you to read through yourself, but most of them are in Japanese, which limits their effectiveness to an extent. As such, I might as way it officially that the theme is dropped for the rest of the year, because I have to concentrate on other things. I’ll still aim to produce mecha content monthly, and not just TSF stuff. Not everybody likes them after all.

On more game related side of things, I came across a SNES Mini and decided to pick one up for my nephews. First I thought picking one for myself too, but thought that as I already have most of the games on my shelf, it’d be a waste. Because Christmas few months away, I decided to test the machine so that there would be no let-downs on Christmas day. The thing about these Mini consoles is that their built-in library is, ultimately, rather bland. On paper is looks good without a doubt, but for someone who has played these games many times over and already owns them, the set isn’t even vanilla. It could use more two-player games, though this leads me to the best thing about the package; the SNES controllers that came with it are diamond. Hell, this makes me wish Nintendo would put the real controllers in a new limited production, so collectors and whatnot could get a new set of pads for their consoles. I won’t be doing a review on it, because the machine is just a small Super Nintendo. I’d rather review the real deal.

As for what will be reviewed this month is anyone’s guess. I don’t have anything too interesting on the horizon when it comes to interesting gaming thingamajigs, but that can change any moment. I was considering reviewing Cuphead and break my own rule not to review anymore, but maybe that’s a silly rule, even when those are the least read posts. I should stick with the more obscure stuff people want more information on that is not expanded elsewhere. That’s the core idea with all these weird controller and homebrew reviews. Something like SNES Mini is reviewed everywhere else already.

Maybe reviewing mechas again like what I did with Metal Gears would do good for a change.

As for whatever else for this month, Inktober’s kicking around again. I recommend checking your favourite social media site what sort of images people are producing, and I too may take part in it… if time allows me to. The idea is to do a picture by using ink, and some of the works are absolutely beautiful to behold.

Whether or not I’ll manage to put a post on Mega Man‘s 30th anniversary is an open question, but some sort of post regarding the franchise is planned, but again, only if I can get the materials together. I’d like to this post to hit sometime this tear, not necessarily on the anniversary day itself. I had my old editor up for a music related post regarding the series, but that never went anywhere, so I might have to pick up that in the future, despite being tone deaf.

An addendum to Themes of Godzilla post is in the works too. This would be a more in-depth view on Shin Godzilla now that I don’t have to work with limitations, and who knows, maybe I’ll expand this into a monthly series on itself and rewatch all the movies while I’m at it. Doing it a production order of course would be the best thing, but I do think that taking Godzilla with least connection to others, like Shin Godzilla and the 1998 Godzilla, can be viewed in a vacuum-like state, where they can be weighted on their own merits. Some of the movies are rather connected to each other either through story, setting or the staff, and with that you have certain tones and themes repeating. I’d even go so far that I’d divide Godzilla eras based on the staff who worked on them.

I might actually review the Art of Shin Godzilla, a 559-page book. It has some reviews up on the ‘net, but none of them really go in-depth whats in it and how it’s built. You shouldn’t review a book based on its cover, but like with everything, first impressions go a long way.

As for the ARG podcast we had going on, I’ve removed the link on the side. This is because due to certain changes in situations I highly doubt we get the same people on the mic anymore, though continuing with fewer people would be a possibility. The uploaded episodes won’t go anywhere, neither will the Degica interview. I regret things going like this, but alas it takes two to tango. Well, maybe this’ll encourage me to start those voice blogs next year. The plan is to turn some of the older posts with more solid content into audio form. I see the Monthly Threes I did as the best choices for this, as they tend to hold content with a point. Hell, they might be best content in this blog, but that’s not saying much, isn’t it?

Speaking of the posts, this is the 803rd post this blog has. I need to get my act together and wrote a new Different take on customers.

Music of the Month; Imperial City


The music was written based on a painting of the Coruscant’s Imperial City by none other than Ralph McQuarry

If there is one thing that modern Star Wars is lacking is in the music. Both Episode VII and Rogue One had terrible music Outside John William’s previous scores, there is not a track that stuck to anyone. Prequels be damned, Duel of Fates is one of the most loved tracks in the whole franchise and has been used widely within and out the franchise. However, most people overlook, or simply don’t know, about Shadows of the Empire‘s soundtrack. No, not the game’s, but the book’s. Composed by Joel McNeely and performed by the Royal Scottish Orchestra, the soundtrack stands out if given a good listen. McNeely made sure to make the music its own rather than trying to imitate William’s style, something modern Star Wars tries and fails miserably. Worth a listen and can be purchased cheaply. Why Disney hasn’t hired McNeely to compose for them is a mystery. If you have a computer from the early 2000’s or mid-1990’s lying around somewhere, you can access enhanced content on the disc that you otherwise couldn’t on modern PCs. Technology has advanced and left things in the past.

But enough about a disc I found while cleaning my boxes. You might’ve noticed last month didn’t have a review or a mecha themed post. I’ve got no excuses, I couldn’t really muster a good topic and forcing one (again) felt rather tiresome. To say that I’d rather put a topic on hold before it has properly matured would be partially lying, but all that really means I’ll aim to post two mecha related posts this month. On the review, I’m still intending to do it on Huion GT-220 v2, though the first problem is with this that I need to show some results on it. My confidence on what I can do on it is very low, so whatever results I would end up showing will be basic. I’ve been using it about two months now, and I’ve gotten pretty good grasp on how it works. However, as with any tool like this, it’s highly dependent on the user’s own skill and the software used. Skill, which I completely lack, as I’ve stubbornly refused to move to digital, except for CAD work. My God how doing CAD drawings is a breeze compared to pen and paper, though I would always recommend any designer or CAD plotter to start with those to get the core basics of what’s needed down.

I’ve had my few weeks of vacation and I’ll be returning to work next week, but that barely concerns any you readers. I’m mentioning this only because this most likely affects the time I have for looking up subjects and writing, but that has been the case for the last two or three years. So, we’re returning to form.

This summer saw no larger entry as there was no topic that really stood out. If you’re looking for something longer to read, there are those Fight!! Iczer-1 and âge related posts that you should check out. Can’t say they’re definitely worth your time, but if you’re interested in them, sure why not. For what’s it worth, this also means I don’t need to put effort into a post that people might find too long. The denizens of the Internet barely read blogs nowadays as it is, and if they do, it seems that they prefer everything in shortform. Video blogs and podcasts have taken their place in a large way, as one can just put it on in the background and do something else while listening some yaps bickering about a topic. I should jump into that boat and start changing my old, longer posts (mostly the Monthly threes) into voiced blog form. I just need to get my voice into right condition and remember not to pronounce V and W as the same letter. Well, blame me being Norther European for that. I know I’ve been talking about this a lot and I just should get my ass to it. I would need a different editor for it though, I hate to listen to myself. Maybe I should give writing prose a try again, it’s been years since I’ve done that.

I’ve been wondering if there is a need for a content shift on this blog. While the core element would stay the same, I’m wondering whether or not it would be worthwhile to begin writing about other events that graze design, service or product. Like with the recent debacle with Marvel’s writing staff posting a group selfie while drinking milkshakes. Marvel and their staff haven’t been able to take much criticism as of late, and this whole thing shows how anything that opposes one’s view is seen something diabolically evil. Which of course is utter bullshit. What Marvel should concentrate is fixing their comic’s content and stop their readership bleeding to competitors. Marvel’s comics have lost the larger readership and Marvel movies have taken their place. The movies, for all the faults they have, are superior to what their comics are now. Maybe the 1990’s and early 2000’s really made too much of an impact on Marvel that they can’t recover from. First step would be to lower the comics’ price and get them back to general stores. That would require the content to be changed as well, but at this point it would only be an improvement.

Criticism is a thing that we really need to allow to be given. Even when the explanation is lacking or non-existent, any and all producers of works need to analyse their work and see what’s wrong with them. You should never assume that the consumer is in the wrong, even when they probably are, and see whether or not there is validation in their statement. Especially if your work is making you money. The people who pay for your products are the ones responsible where you may be, and these are the people who ultimately pay your bills and bring food to your table.

Music of the Month; Just Begun

Ah, summer. What a time to work. Time to let some of this steam out.

An issue with the current time schedule I have is that all the plans I usually do for the blog in advance will be made sometime next week, hopefully. This means what will be this month’s review will be set into stone at some later date (though the most likely candidate are the two Silver Hawks that came with Limited Run’s Dariusburst Chronicle Saviours‘ limited edition box due to them being essentially re-run of Shooting Game History’s mould,) what will be the mecha design post (though it will be about transforming mecha in order to continue the theme of the year) and I’m pretty sure I’m missing something that’s a monthly occurence. Ah, I’ve got no plans for the music. I need to pick something that would fit this season of heat.

I admit that the A-9 Intruder post from earlier this week was a bit hastily put together. However, I did see a need to take another take on the whole simpler transformation sequence. These are the building blocks after all, and when we understand the 101 basics, we should be able to move ourselves towards more robust designs. This on the other hand is a challenge, as I do see a need for examples that I’ve done myself and then use an existing example. The problem here of course is that in order to keep everything as simple in visuals, and that takes time I don’t really have. However, perhaps we could do a simple combiner next time, or discuss how Japanese media has distinctive different styles of combiners. Super Sentai to this day uses a very robust, very simple combiners due to the necessity of them being build as young children’s toys first and foremost, and thus tend to en up as being bricks with very limited articulation. This isn’t the case with Transformers, but there we see terrible body proportions every which way.

As for other âge related stuff, I’ll probably put up a smallish review on the decals that are being delivered to those who backed up the Muv-Luv Kickstarter. While the time between updates has become rather long, things are going towards the end. I agree with the notion some have made, that seeing updates on the quality of the translation in screencaps and going over what sort of translation issues the translation team have faced would be interesting. Hell, having a bigger post that is all about the translation and the inner workings how and why certain terms and approaches were selected would be beneficial for the sake of transparency towards the backers. That’s the crux; backers are funders of this project, and in the spirit of things, backers should have the right to see the inner workings of the project they’ve invested money into. However, I do acknowledge most people on either side of the fence don’t see it this way, and Japanese companies tend to want to keep tight wraps on what goes in the background. To tell the truth, I doubt most people would even want to know the shit that goes behind the scenes with these corporations. It’s nothing enjoyable and often ends up being massively disappointing and depressing.

There has been some visible extensions of deadlines, to which the translation is probably the culprit. However, as this is a business in the end, there is a need of balance between quality, time and expenses. You can have two, but then you’ll lack the third. Cheap and quick with no quality and so on. While most high-end consumers and core fans of any field tends to say that they’d rather give a company time to finish their piece to perfection, this is stupidly unfeasible. Because these are products that in the end need to make profit, even a Kickstarted piece like Muv-Luv, there is a requirement for a definitive deadline for the translation in which the translation and code has to be brought to a point that is can be pushed out. Anyone in their field could fine-tune something to death if they were given the time, but resources are limited. We’re facing our good old friend Mr. Good Enough again here. It’s not a perfect solution, but a worker needs to be aware of the wants of the customer as well as the needs of the company he is working for, self-gratification be damned.

The exact same goes for any field. For a welder, one could spend a whole day by doing one seam the best way possible with pre-heating the contact points, welding in smaller sections, occasionally grinding and re-welding bits that didn’t go quite as well and overall spending time and money that nobody has. It needs to be up to the given requirements but also needs to be done fast and efficiently. That takes years of training and experience, a rookie can’t do it. Welding is, after all, part chemistry, part physics and part handicraft. It takes loads of experience in actual work to achieve the level where the aforementioned three can be balanced with each other properly.

To let that steam out now, I recently had to pick a new pair of spectacles due to change in my sight. But ‘lo and behold, a rogue spark managed to sneak past my safety goggles and burned itself on the surface. Had to purchase new ones, but at the same time picked up a subscription safety glasses for future work. This in itself shouldn’t be of any interest for you, but if you wear glasses, you should be painfully aware of the amount of money you’ll end up spending. A decent pair of frames usually got for 100€ to few hundred, depending on how much you want to put into the design. The lenses themselves add another hundred to the whole deal, but for whatever reason safety glasses always seem to be around 75€. This is a bit mind-boggling. Modern safety glasses are just as designed as any daily use pieces. Part of what keeps their cost down is that they have a set of pre-determined materials that need to be used and required to cover a larger surface area in order to be safe.

This pretty much begs me to question the profit margin eyewear companies are pulling from your average citizen. Much like with any medical field, these companies are providing a necessity, but at the same time are expected to deliver both fashion and function. While it could be argued that it is unethical to take a higher price from a consumer who is required to wear glasses, we are talking about corporations that aim to make money. Just as any, they’re not your friend, but an entity to create goods for your consumption in exchange of your hard-earned cash. The same really goes for any corporation out there.

There’s a distinct lack of video games in this post, so I’ll try remedy that next time around.

Music of the Month; Roundabout

I had idea what music to use this month. I honestly did. Then I completely forgot what the song was supposed to be. Not even a single note in my head. That music was supposed to be theme for this month, and you guessed it, I forgot what the theme was supposed to be. Well, I better gather something together. Ah screw it, it’s Yes time.

So, the Mega Man 2017 is now 2018. I’m not going to retroactively change that in the previous posts, because that’s how the date was announced then. Now is now, and from now on I’ll be referring the sub-franchise as Mega Man 2018. Maybe it’s the main franchise, because it’s pretty much the only thing Mega Man has going for now. His design also went well with the whole transforming mecha thing we have this year. Y’know, weapon changing and all that. A bit of a stretch, but I needed a slight break from the whole thing due to the amount of hours I’ve been putting in the workshop. I should be sleeping buy in reality I’m typing this out for you.

As for this month’s design thing, I may discuss the design og A-6 Intruder from Muv-Luv Alternative. Why? Because it’s a shape changing mecha, of course. Now getting some of the linearts or general images is a bitch, so I’ll have to resort what I have. Which probably is most than what others have due to my own devices.

Speaking of âge related stuff, Evan from the official translation side of things has translated one of the crack-head funniest bit âge’s produced, True Lies. Check it on his webzone. True Lies is a story of aliens, humans and antennoids and all the truths and lies that surround their existence. There’s a lot of love in there, and a hero we all don’t want but probably will get in the end. It’s a good bit and will entertain a solid hour, even when it starts to drag towards the end. Melvina Maniax was also pushed out and there’s Kimi ga Nozomu Muv-Luv, a product that’s been coming out since forever. I guess good things are worth the wait, though personally I’ll have to wait for it myself a bit longer due to circumastances. Not that I have time to read anything currently, I still haven’t touched Schwarzesmarken properly.

As for reviews, this month will see release of new 8Bit Music Power Final, and because I love you marvelous bastards so much, I decided to go with the version that comes with an attachment that supposedly puts out higher quality music. Seeing their build quality got better with Kira Kira DX, I’m hoping that they’ll step up the quality once more with this one. I don’t expect any gameplay from them as this really is just a digital album released on a Famicom cartridge. If’ you’re a Touhou fan, you might want to pick it up as Zun has a piece in there. Not really sure what I should aim for the next review, but I guess I’ll find out later down the line this month. I’ll just need to dig up something a bit strange and game related, as that seems to be in-demand. Well, as in demand as anything can be relating to this blog.

I haven’t commented on game news recently much due to nothing too much of interest being out there. The Switch has sold over five million units, which is damn good number. Especially when you consider that we are not in holiday season. A console selling five million during Christmas or such season is nothing out of normal, but selling that well in March raises an eyebrow. The system launch library though is atrocious, but seems like it has found its spot in the niche. Now if the software would just keep rolling in.

That reminds that I should discuss the emphasize of game design over technological design now that it seems we’re in an era where each new generation doesn’t marvel with its leaps in technology. All consoles can output great graphics, but now it’s put to the design of the graphics and gameplay to make due. Graphics whoring is for PC side, after all. I don’t remember anyone going full gaga over a game in decades anymore due to its graphics, Crysis was the last one I remember having such an effect on people. Well, if you exclude Illusion’s titles, but I’m not here to talk about porn games. Not yet at least.

Perhaps discussing game collecting might be a topic worth visiting. That would be an anecdotal post, mostly form a personal point of view and as such I doubt that it would do well in grand scheme of things (though there isn’t one.) Perhaps something less serious for a change might be in place, though emphasizing on topics that get the most hits via search engines would be the logical things to do. As Spock noticed oh so many times, humans tend to be illogical beings.

Speaking of Star Trek, whenever we get to see stuff from Discovery in a more transparent way than just leaked shots, I’ll do a comment on the designs. I did so with Star Wars (and I’ve bitched about them quite a lot) and Trek will get the same treatment. However, the rumour mill has been saying that the behind-the-screen events have been pretty terrible and handled terribly. For example, despite the show being a prequel series to the original Star Trek series, the designers and showrunners were forced to make it look the most advanced series in the franchise due to executive meddling. Midnight’s Edge has a video on the whole thing. Honestly, I’m not terribly excited about Discovery, prequels tend to be terrible (just look at Enterprise) and apparently it’s going to have more sex, which is one to the things that killed Enterprise. Is it echoing here? It’s not looking good for the series, but maybe some series do require extended periods of staying away from the general view and stay within the fandom in order to renew themselves completely.

Censorship is not transformative

While it may seem at times that this blog is against art in some ways, the reality is that I am against the wild use of the term. Not everything needs or deserves to be art to be a highly valued cultural commodity. This blog largely defends the rights of creative industries and their aims to create works. However, I also come from the consumer perspective, where the creator often needs to take into account the market’s wants and needs in order to succeed. Needless to say, this entry is going to differ from the usual writer’s persona a bit.

Censorship is not that.

If an author intends his work to be in a certain way and releases said piece in its intended state, it is not the job of others to come and change that product to fit themselves afterwards. If we are to determine art as a way to express oneself, no one else should have a word how or what the creator wishes to express. Censoring or changing one’s work, but not transforming it, is essentially infringing a core element of art itself.

A product is transformative when an original piece is taken and given a new form. For example, Youtube is filled with videos that fall under transformative label, as they take existing videos and sounds, creating something new based on them. MADs fall under this same category. They do not infringe on the original author’s intent since the original is still there, unaltered. Hollywood seems to have hard time grasping this thing.

To argue that censorship would be transformative is nothing short of incorrect, as it is intentional suppression of any element of a work as seen by any faction or person for whatever reason, be it political or due to supposedly objectionable content. Censorship does not transform elements of a work into a new one, it simply removes pieces it doesn’t like. It doesn’t transform the work; it doesn’t derive anything new from a work.

While human history is short in the cosmic scale, we’ve still had numerous works that are significant to our world and cultural heritage. Many of these are under the gun of censorship, especially nowadays when bikini clad women in games are seen as worst sort of offending material there is. Some even argue that Shakespeare should be censored to be more timely.  What a terrible waste that would be. Even when we would remove the Immortal Bard from the equation, the fact is that his works are significant both culturally and historically. Understanding them is to understand the time they came from as well as modern English as a language.

Censoring the likes of Shakespeare for whatever reasons, or Mark Twain for the matter, is showing every sense of lack of belief and confidence in the people. Essentially, removing nigger from Twain’s books shows that the factions doing the censorship has no faith in the people to make the distinction between the era when the book was written in and now, or that the term is used in form that offers no offence. It is unfunny irony that Huckleberry Finn would see censorship in this way. Often the intent of censorship in cases like this is for a more positive and “fitting” release of the work for a given era, but as it always is, the path to hell is paved with good intentions.

If one were to argue that Shakespeare’s King Lear is a copy of the legend of Leir of Britain with elements from the Holinshed’s Chronicles, I would argue back that it is not. To use something like Star Wars as an example, using existing works as a template to create your own work is not plagiarism, or in Star Wars‘ case, even transformative. The fact that George Lucas used classical literature, especially the concept of hero’s journey combined with elements inspired by Kurosawa’s Hidden Fortress, to create something that was essentially new and needed in the later 1970’s speaks volumes on itself. Creativity feeds back on itself, just like any field feeds back to itself. It wouldn’t be incorrect to say that all creative fields derive from each other and from themselves, but that doesn’t keep anyone from to taking elements, rearrange them and give them new approaches to create something original. Sure, some resort to blatant ripping off, but that’s another issue.

Of course, it is well known that Shakespeare’s works are inspired by existing tales, but we don’t exactly celebrate the plots of his works. They are celebrated because Shakespeare’s works broke down existing boundaries both socially and in language. Hamlet‘s plot is not why it’s so highly regarded, but because Hamlet himself is so well written as a character and how Shakespeare conveys his growth and anguish through and through. Act III, Scene I of Hamlet is not great because To be or not to be has become recognized as almost universal anguish, but how the whole line bears Hamlet to the audience. There is no actor who would not want to tackle this famous line and breathe his own life into it.

We do not have reverence for Shakespeare’s works because of him; it’s the opposite.

The question whether or not we should separate the creator from his work is something we all should consider. I would argue that as often as possible we need to separate the work from its author simply because our view on the piece would be coloured and become biased if we have strong opinions on the creator. It is very easy to veer into identity politics if we have something against a creator, as it is the case with Dana Schutz’s Open Casket. The case shows how anyone can interpret a painting how they see fit and disregard the author’s intent. While we can debate which one is more important, we should always remind ourselves that freedom of expression is a supposed tent pole with art, and as such should be respected over personal views. Calling for her painting to be burned is very reminiscent of book burnings from various eras, e.g. German Nazi party’s book burnings. While we can argue obout the painting itself, no subject should be banned from anyone within the proper limits of law.

If we were to ban certain people from subjects to create works based on, the opposite should the true as well. Otherwise we’d be discriminating a group and favouring another. However, such limitation would kill the change of thoughts and ideas as well as the discussion between and in these groups. Creativity would stifle to a standstill when nobody is allowed to wonder outside their own region, creating a sort of echo chamber. No outside aspects would be brought in to give new and fresh ideas. Some would certainly welcome this sort of approach, as long as it would be aligned with their own views.

The world already has a history with this sort of approach, at least a one sided example. The Socialist Realism was practices in the nations of Soviet Union, which essentially prescribed a canon in art and other creative fields. While creative fields are not political by their core nature, politics can be applied to them. Socialist Realism was nothing short of political propaganda and its core intent can’t be separated from politics, but we can sideline it.  However, not before it fell from favour around the 1960’s, no other idea or thought was allowed; it governed the creators.

The Chinese communist party did even worse by almost erasing their old culture and destroyed much of the Chinese heritage. Jump here to read a bit more on that. It’s interesting to notice both of these are communist and marxist examples.

In order for discussion and exchange of ideas to move forwards, we need to allow the creation of things we may object and view them outside our own selves. Nothing good comes from silencing the one we disagree and push him underground, when we can lift him up to the stage of ideas and allow all to see and wage these ideas ourselves.

The will and skill to express oneself has been around longer than the written word. If we’re to value art as we like to see it, it’d be great of we could stop fucking around with it and let people show their stuff. If one is ready to censor or ban someone’s freedom of expression, he’d better be ready to face censorship himself.

 

Music of the Month; Shoujo A

The problem in playing Yakuza 0 is the overabundance of 1980’s atmosphere. The game’s definitely one that keeps you invested and how it rolls is pretty damn great, but I’m not all that certain that it’ll end u in my Top 5 games of the year. I’ve been playing these titles since the first one on and off, and in the end it’s the same thing, just sleeker and works better. That’s not a bad thing at all, and sequels should always be more refined that their predecessors, but is that all that is needed to be one of the best games of the year? Not sure yet. Though Yakuza 0 setting back 29 years really makes me feel giddy. Not that yours truly was already 80’s junkie to a point. There’s really only one song that could represent Japan of the era.


Another option would’ve been Nakamori’s Slow Motion

Now that Monthly Three is officially dead, or on indefinite hiatus if you like that more, I’ll probably aim to launch a subseries named Longpost, which intends to break the normal length of these entries. The 1000 character limitation is a bit harsh at times, and some subjects that just need more stuff behind them. Pop-culture and game posts from last year really used them the best they could, like the very first Monthly Three about Breakout and its genre’s evolution. One of the few post series I have personal affection for. Longposts won’t be a monthly thing, so that’s kind of load off my back, unless a topic requires it. Most of the play culture posts could use it, as there’s a lot of stuff that can be handled.

As for what’s planned for the month, there isn’t any. I haven’t had any time to think so far ahead, and this month I’ve actually had week or so worth of material as a bumper, hence there has been less commenting on current events, outside the Nintendo Switch. Whenever I have time, I’ll try to create a large bumper like this with entries that can be posted at any time. Seeing how life is what it is currently, with deadlines and workloads progressively getting heavier, there are times when I can’t really write anything down. The bumper helped me quite a lot during January, and creating a bumper that has a month’s worth of material would seem a good idea. Asks me to go bit on an override. There are some few topics that I want to visit, although few of them might rustle some people a bit.

You might’ve also noticed how January’s posts came out like a clockwork around 10:00 GMT0 on Tuesdays and Fridays. The bumper is the reason for this, and I intend to keep this rhythm going, if possible. I guess that gives me a semi-official schedule when it comes to publishing.

Schwarzesmarken‘s review was long time in coming, but take it as a one-year celebration for the TV-series. Whether or not there will be a TSF comparison this month is a bit open, and it’ll probably be from either Euro Front or Total Eclipse. Maybe I’ll try to do a viewpoint post on something regarding Muv-Luv, like the one I did about 00-Unit long time ago. Not really sure if such posts are necessary, this blog is less about an opinion and more about a point of view. Don’t expect a new ARG anytime soon, the schedule the TL has to work under is very tight. Combine that with the differences in time zones, it has become rather difficult, to say the least. Speaking of ARG, you really should go read Chris Adamson’s blog, it’s pretty great.

While I try to encourage interaction with readers, and I aim to reply to every comment made here, I also set up a Curiouscat account for those who want to be even more anonymous. This is largely for fun, and I’m more than aware how the account will be a wasteland.

Whether or not mecha design section will expand on transformations this time around, but it could be a running theme for the year. The problem with form changing robots is that it takes about two to three times the work to get my stuff together with them, as there is so much to cover. Well, not all that much, in the end, but I’d like to go deeper rather than just scratch the surface. The basics are largely the same, but when you start going into how to turn a block into a humanoid form might take time to iron out. Time that I don’t really have.

As for the review of the month,  I’ll probably end up resorting to a game review or finally getting around photoing Dual Shock 4. There’s a poll up asking whether or not reviews actually have any worth on this blog. For the more obscure stuff like 8bit Music Power for sure, as I’ve seen it cited here and there. However, for more common stuff I’m losing my sight on the point. Maybe you should count the Guilty Gear comparison posts as ones, as there is a critical component in them. Furthermore, numerous readers seem to be interested in these aspects of their character designs as the posts tend to drive visitors in on their own. This of course opens the question whether or not I am keeping this blog for the existing readers or anyone out there, possibly intending to expand the audience through some means. If I were to have monetary gain, I would aim to expand the audience through multitude of means. However, this being just a hobby, I’m content on delivering whatever brain vomit my hands type down and hope people enjoy it.

Maybe I should stop downplaying everything I do so much, it’s not really healthy.

Music of the Month; Airport

What, did you expect something Christmas themed this year? I’ve been on a Gundam W mood lately, been popping this in from time to time

So, what should I discuss this time? Things haven’t changed since last Music of the Month, so there’s that. Busy, tightly scheduled and all that. On top of all that, my apartment saw a water damage from one of the new pipes they installed, meaning I had to move to a new place for the time being, thou luckily I didn’t have to move all of my stuff. Then again, all my books, materials and whatnot are now in the apartment in the middle of being fixed, meaning I don’t have access to planned things and so on. Sucks to be me, I know.

On the flip side, the Director’s Cut patch for Muv-Luv on Steam got released, and you non-backers can pick it up from Denpasoft, if you’re a dirty old pervert like me. Feels like I’ve been talking less and less about Muv-Luv in general, but not by choice, not completely. I would like to write more about the franchise, but I always want to use time to form up something worthwhile. However, time’s a luxury now. The same could be said of my certain mental facilities, but that’s a story for another time.

Anyway, because I can’t read Schwarzesmarken as I am now, the TV-show’s review has been delayed. Because it took me a year to roll out a review of sorts for Total Eclipse‘s TV version, I’ll aim to rewatch Schwarzesmarken during Christmas and new Year’s holidays and roll a similar entry out around January. Much like with Total Eclipse, it will be taken as-is as a separate entity without ties to the source light novels or the VN. We’ll see if I do anything about the VN yet, which is probable to some extent.

In terms of video games for the year, I’ve already compiled a list of preliminary Top 5 of 2016, like usual, but now that I’ve looked back, there’s a not a whole lot I could do a mini-review out of. However, there should be at least two surprising entries on the list.

Speaking of lists, I waged through The Game Awards and it was terrible. The show was terrible to begin with. They had dedicated more time towards ads and skits instead of talking about games themselves, the choices of award winners and categories were questionable at best, not to mention when people on the stage also had their hands in selection and creation of games, mobile and handheld games lumped in the same category and again all Japan-only games were ignored. The show has become terribly irrelevant to the consumers and is nothing less than industry wanking itself off.

There are no plans for this month, I’m afraid. That means pretty much all posts that you’ll get for the time being will be rather ex tempore, which might affect their coherence, I’m afraid. I do have few idea nuggets polishing in the back of my head, but nothing that could kick off a Monthly Three. Unless you want me to talk about welding. Perhaps for 2017 I’ll plan each month’s themed entries out beforehand and start working on them as soon as possible. Whether or not that would be preferable is something only the readers can answer. Then again, if I write around eight entries in a month, six of them would be themed; Monthly Music, three Monthly Threes, a review and a mecha design post. That’s not a lot of room for other stuff if I want to keep this two posts per week rhythm. A second pair of hands would probably do this blog some good.

This month’s proper review will probably the Dual Shock 4 controller, because I caved in a picked myself a PS4 for some of the upcoming games, including Super Robot Wars V. That reminds me that at least one subject reserved for this month is BanCo’s Asian English translations based on Super Robot Wars OG Moon Dwellers and SD Gundam G Generation Genesis.

And oh, Drill Juice is doing Getter Robo Pai, a mahjong themed Getter Robo comic. Being a fan of all three, I expect it to be titillatingly bombastic. Here’s hoping they will make a proper mahjong tile set based on the comic, I could use a new set.

Monthly Music: Giant mutated creature version

After you’ve lived more of less four months and then some in the midst of uncertainty, constant renovation buzz and the skull shattering clatter it produces on top of other things, you tend to get tired. Really, really tired. This has affected the quality and quantity of this blog rather visibly. But, I aim to persist. In the end, as long as I manage to produce something, even if it is sub-par, I can always aim for higher goals in the future. While I had high hopes for myself and for last month’s Three, I feel that it lacked certain something. Sure, I had planned the DVD-BD comparison to be nothing more than a bunch of pictures, but exhaustion is a bitch. I admit, my research and arguments have been lacking, the spirit has not been there and the heart has barely beaten. My drive is somewhat lacking.

That is the very reason why this month lacked two planned things; a new ARG podcast and that planned “pilot” of sorts for voiced blogging. Hell, I was intending to do one for this, but then I realised it’s worth jack shit if my throat is coarse and I can’t get a proper sound out of me. Thank you colder nights and no heating. But, at least I managed to throw out a TSF comparison entry, and the next one of the list would be one of the three; F-18, MiG-29 or F-5 Freedom Fighter. Then we’d be finished with the derivatives from image boards.

I counted the TSF entry as mecha design. While there are numerous matters I could touch upon, the basics are essentially out there. Now would be the time I start to go into more in-depth matters, like transforming mechas. However, that is a large topic with few entry points and should be a multi-part entry. For example, Super Sentai has its own approach to transformations and combinations, different from Transfromers and Brave series. Macross has its own, as does numerous other shows. Some just make it work, some want it to be show accurate and some just have them for the sake of being cool. I may end up purchasing few books before moving onwards these entries, because in-depth is in-depth. Most of those who have read those entries most likely already have noticed that they are not intended as guides how to design with a pen, but rather to work with the ideas and groundwork designs. That of course requires reading outside the robotics field and into industrial design as a whole.

The chosen music for the month has its relevancy. Going back to the roots and creating new from the base concepts. I’ve talked this before, and I’m pretty certain all I need to do is go back on writing about video game design. This may become rather forced thing to some extent, but there are loads of games to choose from when it comes to design, whatever design element we want to talk about. I do have a discussion surrounding the revamped Pokémon designs for the upcoming Sun and Moon, using Rattata as a case study. From there I guess games are the limit, and depending how my plans go, I may end up doing a review on something PS4 related this month.

I may drop Monthly Threes for the upcoming month, unless somebody has an idea for a theme or I come up with something worthwhile. Hell, maybe the whole mecha design thing could be one, comparing three iterations of some long running franchise like Gundam and discuss the main design elements that simply will not vanish. Call it a Gundam stereotype, if you will. Another would be to cover an obscure comic creator, Ken Kawasaki, but the information I have on him is… well, all I know is that he died in a motorcycle crash at a young age in the early 1990’s, with only two books collecting his works. Information is hard to come by, even in Japanese. Then again, perhaps it would be best to stray from these obscure, somewhat hardcore products of the orient for the time being altogether  and just concentrate on things that are on the surface and still relevant. Thou I still argue that even the obscure needs to be appreciated, at least by just one other person.

Then again, I have also planned to piss off people and discuss why games are or are not art, but from the arts’ perspective, not games’ as it usually is. This may seem a bit weird, as one could assume the two are largely exchangeable, and to some extent they are. The important difference between those two is that one observes whether or not games are art from the viewpoint of outside the game industry, while the other takes the viewpoint inside the industry. Without a doubt, the one that stands outside the industry is largely the majority, as that tends to include the common consumer who may just play the occasional slots. One of the points in art is that when it’s distilled to its very core aspect, it will always end up being more than what a game would be. We’ll discuss this more down the line, perhaps this would be great as the first voiceblog entry, with sources and such cited in-text.

The main reason why such discussion still needs to be had is because electronic games culture didn’t just pop into existence when you were a child. As I went through few months back with the penny arcades entries, the prototypical era for our current game culture is well over hundred years old or more.  While literature and music are largely clearly cut forms of media, movies have had about a hundred years to mature and gain what they are, though it could be argued that its roots in theatrical arts has given it its appreciation. The same should be applied to video games, and to understand what your PlayStation, Xbox or Nintendos are all about, we need to appreciate the history they stem from. I’m sure I will echo these in the future, it just may take some time.

As for now, go listen more of Shin Godzilla‘s soundtrack. I ended up picking it up myself, even when it has something like seven different variations of Neon Genesis Evangelion‘s Decisive Battle’s drum beat.

Music of the Month; CHALLENGER + Review of the Month; Star Trek Beyond

I tend to have music selected few weeks beforehand for these, but this time I had none. You could call it a rut or something similar, but it’s not really that. Let’s boot the ol’ ‘tube and see what we come across.

I don’t put much personal stuff on this blog. Here or there you might pick up something or I mention situations making typing things down somewhat erratic. I don’t have a release schedule, I never had. A post early in the week and one later has been the standard for few years now. Things have become more or less a routine in this sense, and while that is not a bad thing, I find myself wanting to touch upon subject after subject beyond the scope I want to explore them. However, As this is a hobby, there would be no sense for me to write an entry every other day about every single thing that I want to. You’re not reading this blog for stuff like that.

For example, I had planned the failure that is the Themes in Godzilla for some time now, and despite it getting the summer special slot, it’s something that should’ve been more meatier rather than few sentences per movie. I had planned much more for the entry, it to be more grandiose and in-depth than what it ended up being, but I’m guessing it was also a topic nobody cared about. Godzilla is passé, despite Shin Godzilla gaining positive reviews in Japan.

Another example would be the latest brouhaha about the Nintendo NX design, it possibly being a portable and a home console hybrid of sorts, something that I would personally embrace fully. Ever since the DS and PSP were launched, I questioned the point of designing, developing and producing two separates consoles when the hand held consoles could muster good enough graphics, gameplay and controls as is. I am a broken record with this, but it is about the software. Seeing population is moving towards portable solutions with each technological iteration, it would make sense to emphasize that to a certain degree. Traditional desktop computers have made way for laptops and pads for a time now, and while I still am headstrong in my decision to stick with a more traditional wired Internet connection and a desktop computer, I can’t argue with reality around me. Full portability is where we’re going, it’s just a matter of when.

Perhaps the third and most pressing example of my conscious aversion of not writing âge related. This is not a blog just for Muv-Luv and Kimi ga Nozomu Eien. They certainly are a part of it and most likely the topics that have attracted most readers on the long run, but perhaps some of the 1990′ ideology of not-selling-out sticks to me at this point. The whole point of giving what the consumer wants fights against this, and I probably should start writing more about Muv-Luv in general not only for blog content, but for the simple raw reason to gain more views. I do intend to do a TSF comparison this month, as long as I can find good enough pictures of some TSF, F-16 Fighting Falcon being probably the strongest contender. This may be my own hubris, but I do see that there are topics and subjects that I am more equipped to discuss when it comes to Muv-Luv as a whole than others. Of course it’s my own hubris, both Type-94 (link on the right) and Chris Adamson do it better as is.

The only obstacle is that I don’t care about the views as much as I should. Perhaps an argument could be made that I am not as passionate as I should be about the topics, that I don’t care what makes people read the most or that I lack ambition. It doesn’t help that my current situation is still in the gutters, but you won’t see me explaining how dire my situation is or how in the gutters I am professionally speaking. It has no other relevancy for the blog outside whether or not I am able to write.

I’m not sure how successful the Monthly Three series has been. I expected last month’s theme of Video game culture and history to go well, but it seems that it was something very few cared about, despite it being one of the core themes of this blog. I deemed those and Dizzy’s design comparison posts as one of the best examples of what I could write about and felt oddly good, almost proud, about them. Of course, reality sets in and none of them were really successful even in a limited fashion. The Guilty Gear design comparisons have been yet another views collecting topic, so I’ll most likely I’ll have to give those more weight in the future.

Usually I set some goals for the of the month in these opening rants, but this time all I’m going to say that bets are off for now. Despite being able to keep up reviews for a time now, I’d rather call off my reviews than resort on making a video game review nobody reads. Screw that, here’s a first impression review of Star Trek Beyond I wrote after I was asked how I felt about it via Twitter. That’ll serve well enough.

Perhaps, just perhaps I am at a burnout of sorts. I don’t feel that I am getting the best quality stuff I could, despite the aforementioned being something I feel good about. There are a lot of subjects that I want to touch upon, but there are no driving reasons for me to invest the time in them. Well, there are, but I have to reason on how I spend my time, and to be completely honest, I am not using my time well at the moment. I should either be polishing up what I know and what I can do rather than spent time on writing. Maybe the thing I need to do is to take some time off and get shit sorted out. Maybe try out a voiced version of this blog, discuss topics out loud rather than in text. You can vote here, if you’d care about a thing like that.

Maybe I need a break, but if I take one, it’s not this month. But I do need food, and because my kitchen equipment is unusable at the time, I guess I’m going to eat out today.

Monthly Three: What’s in a name (of a remake)?

Remake get a lot of hatred, overall speaking. Unlike with remasters, remake takes something that exists, and rather than creating something new, it recycles elements of the previous product to create something new. Rather than creating something new or enhancing something old with new techniques and technology. Still, simply using the same core starting point with a piece does not make a remake. For example, the Transformers live action series are less a remake of any of the cartoons and more a different take on the work and story. Their quality is another thing altogether.

In film, remakes have become something to abhor, especially how the 2000’s was largely controlled by panned remakes of reheats of past franchises. From Clash of the Titans to Wolfman and whatever the latest horror movie remake out there is. That actually may be Godzilla Resurgence, which shows that remakes have their time and place as well, and that they can be done well, potentially. 1982 The Thing is an excellent remake that brought the story to a new generation with visuals and tone that still haven’t made obsolete. Similarly, The Fly from 1986 gave David Cronenberg a reason to do further body horror through a classic horror movie, and

That is the core idea of remakes after all; to take the old piece and recreate it for modern audiences. The problem is that not all pieces require a remake of any sorts. Wolfman is an example of an ageless classic that works more as a period piece nowadays, and much like 1934’s Dracula, works the best because of the era they were made in. This particular Dracula has never seen a remake, but further adaptations of Bram Stoker’s original book have been many, for lesser success most of the time.

The 1998 Pyscho is an example of a remake that remakes the original film point by point, almost replicating every scene of Hitchcock’s version. It’s a largely pointless way to make a remake, as it doesn’t do anything on its own, outside one added masturbation scene for shock value. The resources wasted on this Psycho could’ve been used for something better.

While we do expect remakes to do their own thing and add something to stand apart from their progenitor, often they just miss the point of the original piece. 1999’s The Haunting went straight up haunted house with being absolutely explicit that yes, there are ghosts about. The original film from 1963 is very subdued, never defining whether or not the main character is truly seeing ghosts or not, and works in allegories. It’s a subtle piece, something that the 1999 remake is not. It’s completely in your face remake with broken budget and has absolutely no subtely to it, not to mention it lacks any sort of legit scary moment. It stands apart from the original, and outside them idea basis, has nothing to do with the original piece and should’ve been named something else completely. Just like Gatchaman Crowds.

2010 A Nightmare on Elm Street on the other hand is just a bad movie outright, largely having worse special effects than the original 1984 and being explicit in everything it does instead of treating the viewer with respect.

In music, covers and different versions of songs are essentially the industry’s remakes. The basic beats and lyrics are the same, most often, but given completely new sound to them most of the cases, or simply taking it as it is and trying to do it better.

Remakes in music does offer much more freedom, in a sense. While a film remake can aim to change genre and stand completely apart from the previous work, just use it as an inspiration, in music you can take pretty much any song and give it a completely different take without much any hate. Game music is an example of this, with large number of songs being remade in rock, metal, symphonic, jazz and other arrangements. Companies themselves do this very often, Nihon Falcom having perhaps the largest selection of different pieces of each of their songs.

I’ll have to indulge myself just a bit here and list few of Yuzo Koshiro’s Morning Grow from the first Ys game, because the piece is simply one of my favourites in the series…





…Thou this dance pop version confuses me to this day. Provincialism Ys is a strange album

Unlike with films, cover songs in music are often less about the money and more about the love for that a particular song. The other side of the coin there are songs that are remade simply to be sold rather than about the song itself. Still, some authors and studios push remakes and covers of certain songs to ride on their popularity for simple monetary. After all, all remakes, film or music, are meant to be sold. However, in music remakes rarely obsolete the original piece, if ever.

In games all this is a bit mucked because companies tend to use remake and remaster liberally. Ducktales Remastered is an example of this, as it is a full-blown beat to beat remake and not a remaster.

Much like films, game remakes may get a cold shoulder from the consumers, sometimes because they don’t simply play as well as the original, sometimes because they have nothing new to them outside lick of new paint, or sometimes because they’re simply not wanted or needed.

CAPCOM tried to reboot the Mega Man franchise on the PSP with Mega Man Powered Up and Maverick Hunter X, but the main problem with both of them was that they were the exact same games CAPCOM had re-released for decade and a half at that point, solid two now. It didn’t help that they were on a system that wasn’t really all that successful, Maverick Hunter X ran slower and had more issues than the Super Nintendo original and only fans really bought MM Powered Up. It looked too cutesy and despite its addons offered nothing of real value, at least according to the bush radio. It didn’t help that it was a game aimed for a younger demographic on a system that was clearly meant for the older audience in the market.

What do the consumers expect from game remakes? The general idea seems to be that keeping it true to the original, refining some rougher elements and adding more content seems to be the right thing to go with. However, with older games this can become a problem, especially if the title is required to move from 2D to 3D, a change that can screw up the gameplay.

a boy and his blob is an example of a remake that took the original game and worked it from the scratch up. It’s a pretty good game on its own rights, and rather than hitting on nostalgia cashgrab, did something good. It largely ignores stages and everything else from the original game. Perhaps this sort of ground-up remodelling of a game is beneficial, as it allows the remake to stand apart from the original game, and act both as an independent piece and semi-sequel/reboot.

On the other end of the spectrum, we have Metroid: Zero Mission, a game that remakes the NES original with seemingly the same maze layout while streamlining the experience, adding new content and forcing a story narrative in. Zero Mission is often called the better between the two, but it can’t be denied that it only stands on the shoulders of the NES original, removing large parts of the adventure the original game had going on for it, and perhaps even saying that Zero Mission tries to pander with nostalgia rather than stand on its own legs. It’s speedier gameplay is not necessarily better either, as original Metroid was very methodical, seemingly slow, and required a lot exploration from the player’s part instead of being directed to the next destination. In many ways, the Metroid is similar to Dark Souls in this rather than to its remake. To many the simple fact that Zero Mission is on a better hardware and plays more like a modern game makes it better, despite the fact that as a game it is a simple repeat, just like Ducktales Remasted.

Remakes have a place in every industry, despite their divisive nature. The good remakes show that you can use the same basis and narrative to create a new wholesome piece that can stand against the original without any problems, whereas the bad ones on the other hand show you how much certain works are largely timeless, at least for now. Remakes can work as a vessel for something great, despite their inherent repeating nature. Sometimes, repeating something is required to move forwards.

Music of the Month; Flower Girl

I was supposed to leave this month’s music until next week, but things never go as I planned. Nevertheless it’s that time again, let’s discuss some things that may or may not solidify this month and then some.

I’ve yet to have an idea what this month’s theme will be with the three sequential posts. Remakes seems to be a logical continuation from last month’s Franchises-that-tried-kids-stuff. That, or turn it around, and check children’s franchises that dabbled into adult territory, but that might just end up being discussion about modern state of comics. That is a discussion for someone else.

TSF comparison will be F-15 Eagle. F-15E Strike Eagle, will serve as the base image for the TSF, as there is no changes to the design between the base F-15 variants on the outside, par paintjobs and markings. Starting from F-15 ACTV things start to change, and I’d consider that a separate comparisons entry altogether.

Adding to the Muv-Luv matters, we had a podcast with the BETA as the subject. You can check that and the rest of what we’ve had thus far here. Sacchi was a roll on this one. Whenever the next one is up is up to a question, and subject is still open.

No idea what the review topic will be, I admit halfassing last month’s, but I guess it would be about time I fulfil my promise to review G710+ keyboard. I’m still hesitant on doing game reviews, as I don’t see them adding much to the pool, unless something exceptionally good or bad comes to my way. That, and people seem to enjoy video reviews more than text. Doesn’t that for all reviews though?

There has been a lot of discussion about Nintendo and SONY, especially about the NX and its release date, and how much SONY is making on PSN alone based on the news bit they released just recently. I haven’t had the time to go through all that yet due to being away for the last few days, but I’ll have to give it a more throughout look whenever I have the chance. Or rather, if I have.

I had planned another post before the week was out, but as said, things got in my way, so I’ll just condense it all here.

Remember how bold Nintendo was ten years ago with the Wii, and even more so with the DS? Now Nintendo is silent, not saying a thing about the NX or its games outside delaying whatever Zelda was supposed to come out. Nintendo has a history of standing tall with their products prior the release. Now we basically have just conjectures and other random tidbits of information spread around, from both Nintendo and other sources, but we’ve yet to have any solid on the NX itself, just some of its services.

Any company with such history in an industry should be afraid of that very history. Until Virtual Boy, Nintendo had no real failures on the larger hardware department. N64 and GameCube were less successful, and that came down to lack of games. The DS had a rough start when it came to software, as they were treating it like a portable N64, but that changed when Nintendo began to treat it as portable SNES. However, the 3DS has always been treated like a portable GameCube, and has suffered from it. The Wii was like a NES 2.0, but Wii U was more along the lines if GameCube 2.0 instead of NES 3.0. Nintendo could’ve changed the direction the Wii U was going for, like they did with the DS, but that wasn’t to be.

Nintendo showed with the Wii U that they have troubles conveying what they mean to the audience. I have criticised their decision to have a Japanese man speaking in broken English to the audience in their streams. They should do away with that, and have Reggie talking in straight, plain English that is easy to understand. The initial Wii U showcase is an example if Nintendo fucking this up, as people thought the pad controller was an add-on to the Wii. They don’t want to repeat that, or the lousy marketing they did with the Wii U in general.

If the NX is as different as the rumours say it is, and that Nintendo wants to properly show what sort of machine it is and how it functions, they need to consider two things; who they will replace Japanese businessmen as the spokesperson, and whether or not it is worth to have NX as complex service system as it is built to be?

I’m not surprised that the PS4 is the market leader at this time. The Wii U has no games that attract consumers and neither does the Xbox ONE. I sound like a broken clock with this one, but the hardware doesn’t matter, only the software. The one console that always wins its generation has been the one with most games. It’s the library that counts, and the more you have to choose from, the more consumers will pick the console up.  As much as the industry and the core audience hates to admit to this, companies are in to make money, and competing in a dwindling environment requires expanding the market. I have been called out as someone who hates small niche audiences, but that’s often the opposite. A niche crowd hit, a cult hit, is the best way to launch any product or brand to fame. Often it starts small, and when done well, it can become massive, if handled right.