nathandemick.com

A few thoughts

So, it becomes rapidly apparent to me that splitting the webpage was not a good idea. One of the pages will get neglected, and I have a sinking suspicion that it will be the ‘games’ one. SO, once I get a bit more time, I will DELETE the games page and consolidate to just one iteration of this content management program. Now the decision becomes whether to reinstall in the root directory or leave some kind of intro page there.

Anyway, with the new net connect, I have decided to try to take more photos, and upload one every day, with some kind of blurb. My friends Sam and Matt didn’t do this (Ok, Sam did make a page, but he never updated it), and I kinda wished that they had, in order to live vicariously through them! Pictures will automatically make this page 100% more interesting, because the wackyness of Japan is worth way more than my incoherent rambling.

Today’s picture: Jishin da!

That sign is next to a barber shop which is right across from my apartment building. It says “Jishin da! Hi wo kese!” (It’s an earthquake! Erase the fire!) The kanji at the bottom say “Utsunomiya-shi.” See, told you guys that fire was the most dangerous part of an earthquake.

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People who can't speak the language

I’ve slowly been getting over my annoyance at being a foreigner; mind you, it’s still there, but perhaps diminishing over time. Possibly part of this is the fact that my Japanese has gotten a bit better. I now know what the traffic lights say, and can understand a few of the routine phrases store clerks spout at me.

One thing that’s been bugging me recently, however, is people who don’t know Japanese, and make absolutely no effort to learn. Obviously, you can get by without knowing the language; some things might be a bit difficult, but you can brazen it out. In fact, knowing a bit of the language is more work: you have to really struggle to communicate, whereas if you know nothing, you can simply ignore everyone around you.

Wow, it’s actually really difficult for me to put my feelings for this topic into words. In any case, I can easily sympathize with immigrants to the States: it’s ridiculous hard to learn a new language, especially when you don’t have a teacher, and ESPECIALLY when you have to work full time. It hasn’t really stopped me from trying, but then again I have kinda stopped progressing recently.

全部事は空しい。日本語で書ければその人達はこれを読めないけど他の友達も読めない。何もしられないよ。

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UPGRADED

ok, so I just installed this content management system called wordpress, and so far it seems interesting enough. uhh obviously the design for this hunk must be redone, as it looks far too professional and templatey.

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Review: Metroid Prime (Gamecube)

(Original title: What Went Wrong With Metroid Prime)

Like many people, I’ve always had a soft spot for Nintendo’s Metroid franchise. Like all the other old-school gamers out there, I found Super Metroid to be just about the pinnacle of the side-scrolling action/adventure genre. I had hoped that the newest installment of the Metroid series would be able to capture the sense of adventure and general coolness the previous games had come to represent. And while Metroid Prime certainly does have its strong points, it fails as an overall game.

Let me first point out some of the strong points in Metroid Prime. The levels are exquisitely designed. The music is a mix of new and remixed tunes from Super Metroid, which is always a good thing. Of course, the graphics engine is top notch. The puzzles I played through weren’t too inspired, but they were way better than any other FPS game; not to mention, Metroid was never a puzzle-intensive series. In a word, the game made the transition to 3D fairly easily.

My real problem with the game lies in its control system. The problem is that Retro Studios didn’t use the standard FPS control style with Prime. The existing control system is poorly designed. The first problem is that there is no “free-look” aspect of the control. Every other FPS on a modern console uses (or has the option to use) a “dual-stick” control style. That is, one analogue stick controls moving forwards, backwards, strafing left, and strafing right. The other stick controls “pitch” (looking up and down) and “yaw” (turning left and right). Metroid Prime does not utilize this method of control, and it’s extremely annoying to play 3D FPS games without it. The overall feel of the game is that the player is wearing a neck brace: it’s hard to look around naturally.

Prime tries to compensate for this lack of control by using a “free-look” button and “lock-on” button. Both these solutions fail to compensate for the lack of dual-stick control. The free-look button allows the player to adjust the pitch of the viewpoint (the player can look around.) The problem with this implementation is that to look around, the player has to stand still. This promotes annoyance when enemies come at you from outside your field of vision, and you have to stop, allow yourself to get shot at, and rotate your view in order to see the enemies. The problem of having to stop in order to look around also deals with the “lock-on” button. The lock-on button will automatically put the nearest enemy directly within your crosshairs, but the player has to be looking in the general direction of the enemy. Again, this is a problem when enemies come and shoot at you outside your field of view. The player has to stop, look around, and then hold the lock-on button in order to shoot.

Another problem that stems from the control is that platform jumping within the game is really annoying. By default, platform jumping in 3D games is inherently hard to accomplish, especially in a first person viewpoint. This is why most FPS games don’t rely on jumping as a staple of game play. The reason for the difficulty in Prime is because when jumping, the player can’t look downwards to see what they’re leaping from. Not only that, but when jumping to a lower platform, the player can’t look downwards at what they’re leaping to. Apparently when jumping downwards, the camera does slightly pan downwards in order for the player to glimpse what he is jumping on. However, when I was playing, this only happened once or twice, and the change in camera angle was not by a significant enough degree.

I seem to be making a huge point against the control system. Many people would ask why the control is such a big deal. Well, lack of good control is a glaring flaw. In my experience with modern FPS games, a 3D environment is only useful as a game world if the player can totally immerse himself within said world. Without the ability to view the 3D (realistic) world as a normal human would, suspension of disbelief doesn’t work (i.e. it becomes too hard for the player to put himself in the place of the videogame character). If the control system is bad, it’s impossible to enjoy the game, because the very act of playing the game is frustrating.

Of course, some might argue that I’m simply bad at games, and can’t adapt to different control styles. I may suck at videogames, but I’m not a masochist or a fanboy. Although I have a soft spot in my heart for Nintendo and its franchises, I won’t be coerced into playing something I dislike simply because it wears the Nintendo brand. Obviously, control of the game is enough of an issue for me to dislike the game, and therefore I won’t play it.

Others might totally discount my arguments against Metroid Prime, saying that control isn’t enough of an issue for me to really dislike it. However, I’ve admitted that I enjoy Nintendo games. I seriously liked Super Metroid, and admitted to having no qualms about turning the franchise 3D. What reason would I have to purposely find trivial areas of the game that I didn’t like?

Some rabid fanboys claim that I shouldn’t hold Prime to FPS standards, because “Prime isn’t an FPS.” However, whether the fanboys like it or not, all games can be grouped into a few broad categories. For instance, at first glance, Pikmin seems to defy categorization. But when you think about it, the game has many similarities to RTS games: resource management, time management, army management. The exact same is true about Metroid Prime. Although it’s not exactly like, say, DOOM, it has many, many FPS-centric components. Since I expect FPS-like games to play like FPS games, it’s a real letdown when they don’t.

The expectation of control is a significant factor in designing games. Here, a conversation between my sister and me (via instant chat) outlines the frustration of changed game control:

SISTER: I bought an SNES two-pack game today, Tetris and Dr. Mario ME: awesome SISTER: but whoever designed it made it so that the pieces in both games rotate OPPOSITE of the way they rotate in the NES games ME: haha, that’s horrible SISTER: it is, it pisses me off so much SISTER: cuz I rock at the NES versions SISTER: but I can hardly beat the SNES games

Unless the player has extreme will-power to persevere in the face of adverse control, there is no reason that they would feel compelled to keep playing (and yes, she is really good at those games.)

To those of you who would say that no one else agrees with my assessment of Metroid Prime’s control style, I offer the example of EGM. In their January 2003 issue, the review of Metroid Prime notes, “The only real complaint is… with the controls.” (EGM 186) They also note that the control setup “becomes more complicated and time consuming [than the standard FPS control style].” (EGM 186) EGM still gave the game a perfect score, because they felt the rest of the game compensated for the bad control. I disagree, which is my prerogative as a game player and reviewer.

In conclusion, I’ve learned my lesson about buying games before renting them. Although we all know not to believe the hype that some new and improved product might generate, sometimes it’s hard to stay objective. I was able to recoup my losses by selling my copy of Metroid Prime on eBay, but next time I might not be so lucky.

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