
[In his Monthly Musing blog, Stevil explains his disappointment over Japanese developer Cing's March 2010 bankruptcy declaration. If you want to write your own blog about this month's topic, go read the original post for all the guidelines, then head on over to the Community Blogs and post your own! -- JRo]
Despite a remarkably solid year for actual videogames, 2010 did have a fair share of industry woes, and it was the bankruptcy of relatively obscure Japanese developer Cing that hit home the hardest. As someone who hopes for better writing in the medium, their brand of natural dialogue - making mysteries out of mundane occurrences and complex human portraits, are breaths of fresh air in an industry where “mature” usually means “overwrought” or “more swearing and boobs”.
It would be easy to draw up a revisionist history here, but admittedly, Cing's inefficient approaches to interactivity were eventually their own financial undoing.
However, it's safe to say that they're one of the best storytellers of this generation.
Most, myself included, will probably cite Another Code (a.k.a. Trace Memory) as being their first encounter with Cing. Being one of the earliest titles for the DS, it was primarily a showcase of what the technology could achieve. It could have become a forgettable tech demo, but if you looked past the neat gimmicks, there was a wistful tale of being lost and found.
Oh, and something to do with brains.
Low-key in its approach, Another Code let you piece together characteristics from past experiences and dialogue. Despite the cod-scientific elements and the sub-plot involving your ghostly companion, it was engaging because of the exchanges between the intuitive Ashley and the stubborn “D”. It was an interesting experiment that provoked further investigation into previous titles.
It turned out that Cing wasn't exactly prolific, but it’s bemusing to find that one of their first games was the Capcom published Glass Rose. As a videogame, it’s interactively dull and relies heavily on a frustrating “highlight phrases” system.
Remember, this isn’t revisionist history.
As a story though, it’s a well thought-out tale that combined Agatha Christie with the romantic melodrama Somewhere in Time. The time travel element was merely a plot device; the crux was found the interaction of its large cast and their poisonous entanglements. It wouldn’t be surprising if there was an extensive spider-web diagram pinned up in the offices at the time of development.
The problem with videogame mysteries is that they’re incredibly rushed because of their characters, e.g. the little known Overclocked: A History of Violence or Heavy Rain. Archetypes fit twists better but are restricted to acting in accordance, so essentially you’re playing with dolls without cohesive motives.
Writers for Cing understand this and spun novella-length yarns out of their casts; each character having enough history to act the way they did in numerous situations. Even if they redeemed themselves in one story, like with the Kyle Hyde mysteries, it didn’t necessarily mean they were completely changed by the next. Those tragic experiences would remain ingrained into their psychology.
While also being some of the truest representations of noir in videogames, Hotel Dusk and Last Window are melancholic tales about chasing figurative ghosts and losing direction.
Both share an uncommon beauty in their introductions, with either ex-cop/courier salesman Kyle Hyde delivering packages or finding out he’s going to be evicted over Christmas. They’re regular “slice of life” moments that you rarely see in videogames, unless their images are to be exploited later on; as with Heavy Rain’s saccharine introduction to Ethan’s family.
Eventually, there’s a mystery to be solved and as an investigator, the role usually requires a robotic sense of clue acquirement and interrogation, but a majority of Kyle’s conversations are mundane shaggy dog stories or streams of consciousness. He (and the player) has work for the truth through intimate communication.
This should always be remembered as Cing’s greatest strength - to create intrigue from the most natural of situations.
Combine this with the rotoscope sketches of Hotel Dusk’s guests or Cape West’s tenants and you can see how they were the brief masters of subtly. It’s an underplayed joy to see Kyle sneer at someone’s subterfuge because of a simple quirk, thus giving the player a subversive nod to inquire further. That’s a genius conveyance of information that evolves a similar method found in the cartoonish extremities of Phoenix Wright.
While 999 was justifiably one of the best written games of 2010, it can be argued that Last Window, also released in the same year, has the edge through the visualization of dialogue and use of realist subjects, rather than extensive prose and almost caricature designs. Of course, it’s all a matter of preference. Personally, the latter’s approach to make a downbeat drama was more unique in a fantastical climate.
In all honesty though, Cing didn’t achieve brilliance every time.
You only have to play (or watch on YouTube) the beautiful, but sparse, Another Code: R or the “paying the rent” machinations of Again to show you how they've barely overcome their development limitations after a decade in the business.
Sure, Cing aren’t perfect or a great cause for generating page hits beyond simple curios. They're not particularly productive or sell many titles, but they've certainly sold me on the idea that videogames could be centered on real life and still become more exciting that they had any right to be.
So when that time comes to officially close up shop (an inactive website and a lack of productivity do not exactly fill one with hope), they will be unknowingly missed by many.
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I apologize.
(That's the sound of me riding this blog all the way to the front page.)
Thanks for the remembrance!
I love the Ashley's design, and the puzzles used the DS cleverly.
I will miss Cing too.
BTW, an interesting video about HD/LW art style: http://www.youtube.com/watch?v=xv6L26DZYEs
Now that`s cooler than motion caption!
Like Cing's DS games, it would be perfect for a long flight.
Why can't I pick up this fucking chalk?! I KNOW I'll need it later, just let me PICK IT UP NOW!
@Hangman: No need to apologise. I'm not forcing anyone to go play these games. Ha!
@Ali: I guess Hotel Dusk isn't really a puzzle game. It's more of a play novel. I think there's only a handful of brain-teasers, while the rest is knowing which questions to ask without pissing someone off and having a game over. It all depends on if you can handle lengthy cutscenes and fetch quests.
@Dixon: You know, every time you say that on my blogs, they rarely get on the front page. Ha!
@Kraid: Yeah, I played it twice since it's release (to get both endings), but it's collected dust since then. It did charm the pants off me with all the DS gimmicks though.
@Kaggen & Wrench: Yeah, I'm sure you can pick them up on eBay for next to nothing nowadays too. That's what I always do anyway.
@Occams: You're reason Cing went bust! Sorry, I just channelled Josh Tolentino then.
@Crime: Dude, they filed for bankruptcy in March 2010! There's old news...and then there's old news! Ha!
@Dark: Yeah, you guys got Again instead. Wasn't exactly a fair trade was it?
@Jed: Now why would I write Bing? Are you back on a coke binge, son?
@Script: Yeah, like the blog says they weren't perfect games and very much an acquired taste. I actually like the resolution for Hotel Dusk though. Gamers are used to extreme turns in their plots, so I like how it kept the consistency. Last Window is easily the better game, probably because there's more interaction and the cast is stronger. Oh, and your awesome link in clickable form.
@Justice: Get on it, son. It's a given that you'll like that one. If I'm wrong, then I'll become one of the comedy internet critics on YouTube as punishment.
@Holmes: Yeah, I'm in total agreement. I was never a fan of Another Code: R being a Wii exclusive anyway. It's a sequel and it doesn't really utilize the tech. In a way, I thought it was a bit detrimental to the franchise's momentum.
@Turtle: Yeah, I loved the reflection puzzle. That game sold me on the advantages of adventures on the DS. Hotel Dusk can be ridiculously linear, but that was Cing's archaic development methods for you.
My life without this experience is a seal bereft its fanciful balancing ball. Stevil, despite the lack of cloddish pictures of your Welsh self, I have valued your blog.
"You know, every time you say that on my blogs, they rarely get on the front page."
Why do you think I say it? ;)
Is Cing dead in the water? I know their debt is huge and that they haven't made a blip in a while, but I thought they filed for restructuring in the same way that Blockbuster did. In the US it would be akin to filing Chapter 11 instead of Chapter 7 (liquidation).
Either way, just as my family started to enjoy their games, they face this financial issue. It sucks.
@Dixon: You...jinx. *shakes fist*
@Elsa: Hell, they'll probably even end up making a popular game for once!
@Manasteel: Well, the impression I got from news sites last year was that Last Window and Again would be their "final" games (perhaps a contractual thing). I've noticed that they don't have their own website anymore, which is a little worrying. I don't think Cing has officially disbanded yet, but I can't imagine there being a creative staff with those debts right now.
Even if they did bounce back from the restructuring, it wouldn't be the same company to me anyway (see: Infrogames buying the Atari name).
Rest in peace, Cing, you will be missed.
You're welcome.
You're really good at spamming comment sections. :) (Congrats Stevil!)
Anyway, thanks to Manasteel for pointing out some of the original draft's faults and thanks to Dixon for being a smug sod. ;)
And LKS was made by Cing? I guess I really should have picked that one up...
I started playing the 2nd Another Code game when it came out and am still yet to complete it, though I do consider myself to be still playing it, albeit incredibly slowly. In reference to one of your comments above, you say that it doesn't utilise the tech properly? Well how doesn't it? When you consider that the Wiimote is just a remote version of the DS stylus, then it certainly utilises it in the only way it could.
The DS could also have things like folding the screens together to solve puzzles, which the first game used, but other than that they both use their respective "styli" in the same way. Outside of ridiculous waggling - surely not something that can be associated with lateral thinking and puzzles - the Wiimote is really nothing than a stylus for a TV. I think all the talk of the Wii being some great innovative hub (talk that seems pretty funny now with an almost entirely empty release schedule and dwindling 3rd-party support; deja vu from the N64 and NGC days) has made people assume something MORE than the DS offers should occur, despite the DS actually having more things to use for "innovative" game experiences.
yes you should have picked it up. it's also produced by Yoshirou Kimura of Chulip and Moon: Remix RPG Adventure fame. A sequel is rumored to be in planning stages, but who knows how that will come about with Cing's and Marvelous's issues with financing.
Also, this article has reminded me that I need to import Last Window.
I really had hoped to see someone release Last Window in NA, but I'd also hoped someone would step in and buy Cing to keep them afloat.
Though I know it will be worth it.
That being said, you made me wanna go play all my Cing games again. Thanks for the memories.
I'm hoping, vaguely, that Nintendo has kept them alive in some form. It's not at all likely, but I hope.
I took a solo road trip across the US (Nashville to Seattle, about 2500 miles) over 5 days, during some icy cold winter weather. I picked up the game on day 1 of the trip (the same day the game was released) at a random Gamestop in Missouri. I'd drive all day, and check out a new city every night before I'd hold up in a hotel with my DS and Hotel Dusk. I had a blast in that solitary week, stopping wherever I wanted (catch a random NBA game in Salt Lake City? Why not?), playing music as loud as I wanted for hours, no work/family interference. Just me, a car, some clothes, and my DS.
The weirdness of that solitary traveling experience and the disconnected feeling of being in these new places and barely even speaking to other humans for that week other than hotel or restaurant employees kind of put me in the same frame of mind as Kyle Hyde, and I'm sure that's part of why it clicked with me so well during that trip.
I did import Last Window and I've been hoarding it for months waiting for the right time to dive in. In a way I wonder if playing it will destroy some of the mystique. But I will do it eventually.
I miss you CING!
But why no mention of Little King's Story? That game is actually my very favourite game of the last 2 years. It's not quite so story driven as what you're talking about but it's still incredibly charming and well-presented, thematic, etc. And that's the game that they really knocked out of the park in terms of gameplay I think.
@Firenze: You might have a Newb picture, but that was a great comment. Just goes to show you how they nailed that kind of atmosphere too.
@Grethiwha: Sorry, I haven't played Little King's Story. I believe that was a co-production with someone else too, so I'm not sure who did the bulk of the work on that game. It's definately one I want to try out though.
hopefully the 3DS will offer the same quality amd wii too :P