The darkness to every light, the shadow to every shine, the dusk to every dawn, the Luna to every Sol.
And vice versa.
I'm a Dutch law student who loves to play the vidya. I'm a Nintendo-fanboy at heart, but I don't feel that I'm blinded by that, at least not very often. I am also currently on the Cblog Recaps team for Thursdays, so if for some voyeuristic reason you want to know more about me, check out my weekly Shadeisms.
I'm obsessed with the Monolith Soft RPGs Xenoblade Chronicles and the Baten Kaitos series. I will not pass up the opportunity to mention them, ever, and I consider myself Baten Kaitos: Eternal Wings and the Lost Ocean's biggest fan. Finally, as is to be expected I'm super excited for the new WiiU "Xeno-" game!
The Wii is one of my favorite systems of all time, and my favorite games on this system include, but are most certainly not limited to;
Xenoblade Chronicles (see also: Baten Kaitos - Eternal Wings and the Lost Ocean for GC)
Zelda: Twilight Princess / Skyward Sword
Super Mario Galaxy 2
Muramasa - The Demon Blade
Wario Land: Shake it!
and Metroid Prime Trilogy.
I love my WiiU as well, and even though the library still needs expanding, I had tons of fun with:
New Super Mario Bros. U
Mighty Switch Force: Hyper Drive Edition
Monster Hunter 3 Ultimate
The Legend of Zelda: The Wind Waker HD
Apart from Nintendo, I'm a huge indie game enthousiast. Give me a game like Trine, VVVVVV, Sequence or Recettear, and you've made me a happy camper for sure. You can keep your shooters to yourself.
Favorite indie game round-up:
Trine (+ Trine 2)
Super Meat Boy
The Binding of Isaac
Dungeons of Dredmor
Thomas Was Alone
Mark of the Ninja
Cthulhu Saves the World
Recettear - An Item Shop's Tale
To The Moon
Orcs Must Die! 2
The Misadventures of P.B. Winterbottom
and many, many more!
Besides gaming itself, I like reading up on gaming-related news on my favorite website in the whole wide world: Destructoid. I love all the people here, and I'm glad that I get to be a part of this. Wouldn't know what to do without you!
Well Destructoid, you finally did it. You just gave me the perfect excuse to talk about Baten Kaitos: Eternal Wings and the Lost Ocean for a while. I dropped many hints, even warned you, that I would be forced to shower praise upon that game as much as possible, should I be given the opportunity. And now with this Monthly Musing, that opportunity has finally come.
You see, Baten Kaitos is a 50+ hour Gamecube RPG, and I've played through it at the very least five times. It also had a prequel, Baten Kaitos Origins (I won't be going into any detail on that one in this blog), which I've played at least twice. Moreover, I intend to replay both of them again in the near future.
(I will try to keep spoilers to a minimum, but some might still slip in, so be aware of that from here on out)
But first things first: have you ever heard of Baten Kaitos? Chances are you haven't, since it doesn't seem to be such a well-known title...at all. However, if you don't know it yet, at least it will give me some nice open minds to convince of its greatness. So let's get started with my long, yet nowhere near complete, explanation of my love of and constant returns to Monolith Soft's wonderful world. Let's fly into the Belly of the Whale.
I would like to start with the setting of this game, the world that it attempts to bring to life, since that is one of the most important parts.
In ancient times, so goes the tale, there was a huge battle between man and the ancient god of destruction, Malpercio. Mankind was victorious, managing to kill Malpercio and seal him away. However, the battle had left the earth scarred and poisoned, making it practically uninhabitable. Therefore, a group of wizards decided to raise several large islands up in the sky, where the people could rebuild their lives. Fast-forward some thousand years, and people have adapted to life in the sky, even evolving wings to make life a bit easier.
So this is where the entire game takes place. For me, that alone is enough to make me come back to this game over and over again. As far as worlds go, Monolith was able to create one of the most interesting ones I have ever seen. What makes it even better is that every island has its own distinct look and feel. Even the people of each island seem to have their own kind of culture as well. For example, the island Diadem is known as the 'land of the clouds', since the entire island is covered with clouds. The inhabitants actually found a way to 'sail' on these clouds, and you will find many 'fishermen' in Diadem as a result. To name two more: Anuenue is known as the 'Rainbow Nation' and its people are pretty festive most of the time, and Mira is the 'City of Illusion'. The latter contains anything from a picture book-like village to a dimensional rift, so even that title is completely accurate.
What's also interesting is that the culture, background and personality of a person seems to also have influence on the wings of that person. One party member, Gibari, is one of those fishermen I mentioned, and his wings resemble those of a flying fish more than a bird. In contrast, Kalas' (see header) natural wing looks a lot more like that of an eagle. (Kalas was born with only one natural wing. The other is mechanical, made by his grandfather)
A final cool detail is that, in keeping with the 'sky'-theme, almost all of the islands and towns are named after stars. Mira and Diadem are two examples. In fact even 'Baten Kaitos' is a star, in the whale constellation, and the name is Arabic for 'belly of the whale'. I bet you were wondering when I'd finally explain that.
(The whale is actually also important to the story of the game, so even that has significance)
All of this combined makes for a very interesting, detailed and varied world, one that is still fun to explore even the fifth time around. It gets even better when it turns out that the five islands aren't the only things floating in the sky and that there may be other places to explore as well. But to say any more would border on spoilers, so let's quickly move on.
This is one of the five major islands that form the world of Baten Kaitos. Care to guess which one?
The story, then. The emperor of the island Alfard is after the so-called 'End Magnus' (more on magnus later), which hold the pieces of Malpercio. By bringing them together one could resurrect the god...which would be bad. Reluctant hero Kalas and not-so-reluctant heroine Xelha go out to stop him. You, the player, also have a role in this story: you take the role of a spirit which houses in Kalas, and which gives him advice and makes him stronger.
The story is kind of basic, explained like this, but it all works nicely and it includes some really cool plottwists. For example, this game takes the 'traitor in our party'-trope and turns it completely on its head. That twist (which I will not spoil) in particular had my jaw on the floor.
A reason for this is that the game did a really good job in making every party-member seem trustworthy. Even despite the fact that two of them had previous ties with the emperor and Alfard, I couldn't imagine any one of them turning out to be a traitor. Try the game to see how this all played out.
The rest of the story, sometimes basic and sometimes not, was always very able to keep my interest, even after I had already experienced it four times.
If you think the world and the story would be enough to make me revisit this game time and time again...you'd be completely right. But there's even more, obviously.
Off course, if the gameplay doesn't hold up, neither does the game.
In Baten Kaitos it all revolves around 'magnus'. Magnus are cards which are able to store the 'essence' of almost any object and spawn these objects when needed. This system is used for solving simple puzzles, but is most important for the battle system. In battle, you draw cards containing weapons to attack with. This means that there is a little bit of luck involved in battles (drawing the right cards at the right moments), but every player worth their wings can easily overcome this by finetuning the decks and using the cards well in battle.
The battle system gains some more depth by including up to four numbers (1 trough 9) on each card. Making poker-like combinations can consequentially greatly increase your damage output. But you have to be fast, since you only have a few seconds to choose each card. Besides that, some cards also have an element attached to them. Using cards of opposite elements in the same combo will make them cancel each other out. Therefore, the trick is making sure that your deck is well-suited to deal with the enemies at hand, and then quickly making the best possible combinations when your turn comes up.
I find that this battle system is a lot of fun to use. It keeps the player constantly involved by really calling upon the players quick eye, reflexes and above all quick thinking. It ensures that battles can never really become stale and don't become a chore. Toss in some truly awesome finishing moves, and you've got a system that's worth revisiting.
1-2-3-4? 4-4-8-8? Or hope for a 6 on the next card and try 3-4-5-6-7-8 for a huge bonus?
We come to the final parts of this blog. The last thing about Baten Kaitos that I really want to mention is its music. This game includes one of the best soundtracks for a game I have ever heard (as does the prequel) that is certainly worth checking out. Motoi Sakuraba, who also worked on Golden Sun and Tales of, did a simply amazing job.
From kick-assguitar, to some really motivationaltracks, to...whatever you would describe this as (from the prequel). There really are too many good tracks to mention (although tvtropes tried) and I once replayed this game just to hear the music once more in its proper context. I'm a pretty big video game OST fanatic, and the soundtrack to this game was the first step.
So, I think I have now mentioned the most important parts of Baten Kaitos, but I could surely go on (I honestly tried to keep it as short as possible). The game hosts many original and interesting ideas, and I love pretty much all of them.
In short though, in my opinion Baten Kaitos: Eternal Wings and the Lost Ocean is an underrated gem, known by way too few people. The world and story are great, the characters are interesting, the battle system is fun and engaging, and the music is awesome. All of this makes it one of my favorite games ever that I gladly revisit time and time again.
Now if anyone needs me, I'll be here gazing at the stars, looking for the Whale.
Some games are instantly amazing, from the very first moment you enter their respective worlds. Others...may need a little help. And actually, you can give it that bit of help yourself. There's only one thing you need to do: find your Sanctuary Fortress.
That may sound a bit cryptic, so join me now, as I explain the Sanctuary Fortress effect and tell you how it can improve your perception of a game.
To explain this more effectively, let us first look at my own experiences. To do that, we fire up the DeLorean and travel back to Fall 2009, when Metroid Prime Trilogy was released.
I bought this (bloody awesome) collection because I loved both Prime 1 and 3. The control scheme in the latter was amazing and the original would surely benefit from it. I had never played Metroid Prime 2: Echoes before, which made the deal even sweeter. I had passed up on Echoes a few years prior, because reviews had informed me that it was 'more of the same', but somehow not quite as good as the first.
When I started playing it myself...I was unimpressed. I had some problems with the game, but the most important was that the areas I could explore were just not that interesting. In the original Prime, the first area you explored was called the Chozo Ruins. After that, you also went to the Magmoor Caverns filled with lava and to the iceworld, Phendrana Drifts. All them sound pretty interesting, and they certainly were. In Corruption, you went to the planet Elysia, which housed Sky Town, an entire city floating in the air. Are you feeling it? I was.
And then I played Echoes, and I could go and explore...the Agon Wastes.
...really? The wastes? How is that in any way something I would like to see? There's nothing there to even explore, as implied by the freaking title. Okay then, better luck next time. So next up was, Torvus Bog. Again, not really that impressive, it was sort of swamp...ish. I didn't even know what a 'bog' was, but according to Dictionary.com: "wet, spongy ground with soil composed mainly of decayed vegetable matter". Not that spectacular, right? Nope, not really. So again, there really was nothing interesting or special to explore here.
By then, I was almost ready to give up on the game. I figured I would beat it once and just leave it be afterwards.
And that's when this happened:
That, my friends, is the Sanctuary Fortress. It was the most visually interesting area in the game, the music was good, and had some nice challenging enemies. Not only did it instantly become my favorite part of Echoes, it became one of my favorite parts in the entire Trilogy, rivaling Phendrana and Sky Town.
I'll go one step further, I liked it enough that it pretty much saved the game by itself. No longer is Echoes simply 'the crappy one', it can now stand safely between the other two. I instantly became much more positive of this game, and I even noticed that throughout the rest of it. I started appreciating the details of the other areas much more, now that I knew how cool the details in the Fortress were. I noticed the hidden beauties of the Bog and even the Wastes seemed less...waste-y.
And that is what I would like to dub 'the Sanctuary Fortress effect'. It's when one part (any part) of the game is so good, that it lifts all the rest of the game to new heights. Heights it wouldn't have been able to reach otherwise. It doesn't mean that you considered the game bad before that part, though. It could be that a really good game gets even better because of specific parts.
Have you ever replayed a specific game simply because "then I'll get to experience [part X] again"?
That's the Sanctuary Fortress effect.
I'll give you another example. Psychonauts.
Now, Psychonauts is an interesting case. Because all of the levels are so completely different, there really is something for everyone. I think that every level is the Fortress for at least some people out there. However, the Milkman chapter (above) is often mentioned, and that's a good choice of you ask me. The Escher-esque design of the level, the entire conspiracy theory, and off course, the hilarious sewage workers/grieving widows/gardeners who are in no way government agents.
Okay, final one. Mirror's Edge.
Need I say more?
Not only was that part absolutely awesome in itself (it's even better when you actually experience it for yourself, by the way), it made me appreciate the rest of the game and its core concept much more. Every single jump from that point onwards seemed even better than they had before. A (even more) positive stance is very powerful.
So when you're playing a game that is simply not that good or is somewhat disappointing, here's a tip. Have an open mind, take everything in by itself in separate parts and try to find the truly outstanding one, the part that is able to improve the entire game. In fact, even when the game is great already, find that part and be prepared to enjoy it even more. When you have nothing to do during the weekend or vacation, scan your mind for something like that and replay the game that it belongs to. Even (especially) if it's just to experience that specific part again.
In short, find the Sanctuary Fortress whenever you can.
(and finally, tell me of your own experiences with the Sanctuary Fortress effect in the comments!)
Hello Destructoid, and thank you for buying your very own ShadeOfLight! Changing the price to 'free' was apparently a good choice, since sales have recently skyrocketed (relatively) and we have now sold exactly one. We of SoLcorp would like to add that we are very proud of this achievement.
We trust that you have had some experience already in dealing with this creature. However, we have also imagined that it could be helpful to get to know this being a little better. Therefore, we will provide you with some general tips on how to properly raise your new ShadeOfLight (or 'Peter' as it is sometimes known). We hope that you will have good experiences with your purchase and that you will have a fun, thought-provoking or just allround good time in raising and dealing with it.
(SoLcorp cannot be held responsible for any failure of the ShadeOfLight to meet such standards)
1) Be aware that this creature is unapologetically Dutch. Make of that what you will.
1a) As it is also often considered a law student, there is no harm in asking it for a legal discussion. However, it has a tendency to start talking out of its ass, desperately trying to make sense. When this happens, never take anything it says on its word. Keep grains of salt nearby.
2) Please be advised that the ShadeOfLight is very much a gaming creature. You would do well to make sure that it always has enough games to play. Consequently, you will also always have something to talk about.
2a) The creature tends to prefer games by Nintendo to others. While it may not be as familiar with games that are only available on the Xbox 360 or PS3, it usually tries to keep track of everything and while it will always be aware that it is not in the perfect position to discuss these games, it feels that it often has enough information (gained from others) to form at least some sort of opinion.
2b) Favorite genres of the ShadeOfLight include platformers (see the above point) and RPGs. Talking about such genres will thus surely keep its interest and might spark some nice discussion.
2c) Please be cautious when mentioning the game Baten Kaitos to it. The creature seems to have a sort of obsession with that game; it will be very able to talk about it for the rest of the day. Be prepared for this. This also applies to Xenoblade (see below) by the same developers: it will not pass up the chance to mention that game, or how much it wishes that this would come to Europe.
2d) In contrast, it usually displays little interest in First Person Shooters. The ShadeOfLight has enjoyed some FPSes in the past, but only very rarely. Therefore, we do not recommend giving it a random FPS on pure chance.
2e) Similarly, it does not seem to like Real Time Strategy games. It has been unable to like any RTS besides the recently released Aurora, which is a very stripped down version, so might not even count. Not even the Lord of the Rings: Battle for Middle-Earth games were able to bring any change to that, despite the fact that the ShadeOfLight considers itself a LotR fan.
Smarter would be to provide it with a Turn Based Strategy game, since it does appreciate those, strangely. Fire Emblem is recommended.
We have yet to find a way to get the creature to shut up about Xenoblade. Not showing it a picture such as this is a good place to start, however.
3) This being is a fan of almost anything fantasy. The Wheel of Time series is a good choice.
3a) Please remember that this does not apply to Harry Potter, as the ShadeOfLight finds that, quote: "the magic in Harry Potter is just incredibly lame!" and that "Gandalf, Rand Al'thor and Dr. Strange could kick Potter's ass with their eyes closed". A valid point, we must admit.
4) When on the subject of music, you would do well to keep anything rap or r&b away from this creature. It will instantly rage upon hearing the words 'nigga', 'bitches' or 'ho's' when used without a trace of irony. Make sure that creators of such works are at a safe distance when this happens, since it will want to strangle them.
4a) Instead, soundtracks of video games are always a good option. If the soundtrack belongs to a game that it has already played, even better. You can never go wrong with the soundtrack to BatenKaitos, but please remain aware of tip 2c.
5) Contrary to popular belief, it is perfectly safe to pour water on a ShadeOfLight, or to feed it after midnight.
Thank you for reading these guidelines and for your attention. We of SoLcorp trust that you have learned something about the interests and disinterests of the ShadeOfLight by reading this. We hope you will have a worthwhile experience with it and that it will add something with at least some sort of quality to the site.
We would finally like to say that this was in no way an attempt to write an introduction (a couple of weeks after it would make sense to post it) to the cbloggers written in a 'unique' (read: weird) style to attract some attention and justify it being on the cBlog list in the first place. That is simply not the case at all. Really.
Have you ever had a game that you thought was really, really bad? It frustrated you to no end: maybe the controls were bad, maybe the story sucked, or something else was wrong. Yet, you continued to play it and actually enjoyed it. You haven't? Well, I hadn't either, and that's exactly why Mr. Robot, the indie adventure/puzzle/RPG by Moonpod, confuses me so much. I...did not find it very good. I just didn't. I had several major problems with the game, that served to frustrate me incredibly, and yet...I went back to it every time and I completely finished it after a while. My final thoughts were something like: "Pretty interesting game, I liked it!", and it baffled me that I thought that.
So let me now gather my thoughts and try to figure out for everyone who cares just what the deal is with this game.
Meet our main character, Asimov
First of all, lets start by explaining how I actually got this game, as most people probably have never heard of it before. As you may know, a couple of weeks ago, Steam held a holiday sale. Several packs of indie games were available. I bought the so-called 'Adventure Pack' because it included Gish and And Yet it Moves (seriously, get AYIM, it's great). The other three games, including Mr. Robot, I considered 'bonus'. And that's how I started playing Mr. Robot, and it didn't take me long to find some serious flaws...
Most importantly, this game is hell to play using a keyboard. You are looking down on the game from above from an isometric perspective, so the 'camera' is located at an diagonal angle. This means that the character will never actually move the way you want him to. Push the Up-key, and your character will move up-and-left diagonally, push Left and he will move down-and-left. You are able to move your character in a straight horizontal or vertical line by pressing two keys, but this looks and feels very awkward and sometimes doesn't even work properly. Normally, this would just be an annoyance, but not a deal-breaker. However, Mr. Robot includes jumping puzzles and other platforming elements. Safe to say, the weird camera angle does not help in overcoming these obstacles and I died a great many times simply because of the controls. Maybe it is better with a gamepad, but I don't have one available, so I was stuck with this.
It is difficult to explain the situation in words, so maybe this in-game pic will clear it up a bit
Secondly, the characters and objects in this game have a really weird 'hitbox'. It's kind of like the old NES titles, were you could float in the air as long as one pixel of your character was still on a platform. The same works here. If the very edge of your character is still located on the very edge of a platform, you will not fall off and just float there. The game even requires this from the player at some points. Some gaps are just barely wide enough to jump across, but only if you wait until the very last moment, when your character is already 'floating'. This hitbox is also present when pushing blocks. If the very edge of your character touches the very edge of a block, you will (almost telekinetically) push it. This can get really annoying because the game contains so many block pushing puzzles. You can easily screw up the puzzles because the game interprets you as pushing a block when you actually meant to just walk past it. Combine that with the controls as described above and well...good times it's not.
My final complaint (that I will mention) is that the RPG battles can be pretty boring. You can hack computers and other robots in this game, which will shift the game into an RPG with turn-based battles. These battles take way longer than they need to because the enemies guard nearly every attack you send at them. It happened often that I wasted two turns and did no damage at all, because every attack was blocked. Luckily, your characters also block nearly everything, so there is not even any need to worry about death during these sections. If everyone would block less, these battles would go much faster and be far less boring.
Okay, so let us talk happy now
Looking at the above paragraphs, I really should hate this game. It has several fundamental shortcomings that really frustrated me more than once. And yet, I can't hate it, I just can't. In fact, I can safely say that I liked it.
The story, setting and atmosphere is what saved it above everything else.
First of all, this game is simply a love letter to everything Science Fiction. In the first five minutes of the game, I saw at least five references to other important works and series, and I'm not even the biggest sci-fi geek around. As I mentioned, the main character himself is called Asimov. The main computer aboard the spaceship where the story takes place is called the HEL-9000, and the avatar HEL uses when communicating with the other characters looks really similar to the Autobot logo. (see HEL below)
But most interesting of all: There is a character called Zelda. At first glance that seems like a strange reference in a sci-fi game, until you realize, and this blew my mind when I remembered, that a robot called 'Adam Link' was the main character in the short story I, Robot by Eando Binder, and indeed Mr. Robot borrows some themes from that.
HEL's avatar, mocking you, on the left
Besides all of these references, which alone already make sure I can't in good conscience hate this game, the setting and story just work. The story takes place on a spaceship, where the humans are all in a state of hibernation, leaving the robots to run the ship until they arrive at the planet Prime (hello, reference #5). One robot takes over the ship and threatens to kill all the humans, so it is up to Asimov to stop him. You then puzzle and hack your way trough to game to stop the evil robot. It's a simple story, but it works. It even has some interesting plottwist at several points, which is not something I expected out of it, but greatly appreciated. The credits are another thing I will mention. I won't spoil it, but Mr. Robot contains one of the most clever credits scenes I have ever seen in a game.
However, throughout the story the robots become increasingly 'human' and this, right here, is exactly what changed my mind about this game once and for all. The game completely nails that theme.
The more human the robots become throughout their hardships, the more you start caring about them as characters. Asimov and Zelda in particular are really interesting to watch and follow, as they figure out who or what they are and what they want to be. The term 'permanent deletion' started to sound much more sinister, even moreso than 'death' does in other games. Not only do the personalities of the characters develop over time, during the game they actually completely gain a personality they never had. This is what made me come back to this game time and time again, even though I realized I would again get frustrated by the controls at some point. My anger and frustration just wasn't as strong as my interest in these characters, the story, and the other clever stuff the game has going for it. It's really a bad game from the gameplay side of things, I can't deny that, but I still can't help liking it. It's simply too interesting not to.
I hope I have been able to explain my own confusion and feelings on this game. One thing I do know is that I understand it better myself after writing this. So if you want to remember what it's like to actually care about the characters in an RPG, find yourself on a ship populated by robots and try your hand at some interesting block-puzzles in the meantime, try Mr. Robot, but prepare to be frustrated often as well.
In the end, I just found myself caring about all of these robots, even the unnamed ones in the background, much more than I usually care about the humans in other recent games.
And I think that, above all, is what the game was going for. If so, to Moonpod itself, but also to Asimov, Zelda and the others: DIRECTIVE COMPLETE: INITIATING PRAISE.
Remember back when the first trailer for Resident Evil 5 was released? All of a sudden the 'unwashed masses' started to cry about the racism in that game, because it was about a white man shooting black men. That was stupid wasn't it? After all, the game took place in Africa, and there are in fact black people over there (or so I've been told). It made sense within the premise of the game, so those cries of racism were obviously completely unfounded.
(this blog will contain spoilers for Metroid: Other M from here, although probably none you haven't read about already anyway)
And then came Metroid: Other M. If you haven't played this game, you probably only know one thing about it: this game set Samus and feminism back a couple of decades, and it completely destroyed all independence and strength Samus ever had. Mostly because Samus (who, spoilers, is a woman) takes orders from Adam, a man.
That reasoning was completely lost on me, as I will explain in detail in this blog. Let me first say that I liked Other M, although not nearly as much as the Primes. This game certainly had its flaws, some of them storywise, and I will quickly discuss those as well. I can understand that some might not like this game, for personal and completely legitimate reasons, and they are very much allowed to dislike it. What I will fight however, are those who blindly cry sexism, because I think that is unfounded and frankly...somewhat sexist. They are the ones who made 2010 suck to me. So grab a lighter and some gasoline, lit all those flames and have at me back in the comments!
See? Even Samus disliked those people
Why is it that Samus taking orders from a man is such a big issue to some? Aren't women allowed to do that?
One thing I can say for sure: I did not find it unreasonable within the premise of the game. My main argument for that is that Samus has no authority to be a part of the particular mission at the Bottleship at all. Based on one part SOS and one part intuition, she decided to go and check out what was wrong. Once there, she found that not only was the Bottleship a Galactic Federation (the interplanetary government) ship, there was already a Galactic Federation mission present. As such, as an independent party she has no basis to be there, despite her skills. Would you let Jackie Chan join a police raid just like that? No, you wouldn't.
Adam (the commander of the GF mission) had every right to send her away, lest she get into major trouble with the government. He goes on to request her help, but requires her to follow his orders, as he is still the commander of the mission.
And there we have it, Samus is now following the orders of a man...and I fail to see the issue. What troubles me is that some people immediately cried sexism at the thought of a man ordering a woman around. It's not degrading her in any way, she's not required to do a sexy dance for the amusement of the men, she just has to follow orders. Isn't this common in the military, or even the workplace on a smaller scale? Some people outrank other people and are therefore allowed to give orders. Sex and gender has no influence on any of that. If the roles were reversed, the situation would still be exactly the same. The fact that Samus has personal respect for this particular superior (as expanded upon in the backstory) only makes it more logical that she would follow his orders for this particular mission.
Yeah, I wouldn't like them saying such things behind my back either
The second major degrading thing of Samus is her fear of Ridley.
Apparently, Samus is not allowed to fear a giant space dragon who killed her parents right in front of her when she was little. To me though, this fear also made perfect sense within the premise of the game.
Yes, it's true that she fought and beat him before several times, but still. The first couple of times, she killed Ridley, and that was it. He was then rebuild with machine parts, and she killed him again. In Super Metroid however, the previous mission in the timeline, not only did she kill him and saw him explode...she literally blew up the planet that his remains were on. If there was ever a time when Ridley simply could not still be alive, it was then. Yet, on the Bottleship, where Ridley has to Samus' knowledge no reason to be even if he was still alive, there he is out of nowhere. Is it really so strange for her to be in shock at that moment? Really?
And finally, what many seem to forget is that after the initial shock...she proceeds to kick his ass so much that the giant space dragon flees in terror.
This is more or less what she had in store for him
There are things against this game and its story. The authorization of suit upgrades made sense for the weapons that could be dangerous to other members of the team, but there was no good reason to hold out on the defensive ones. This is a bit of gameplay and story mixing...not too well, I can fully admit that. The first person pixel hunts made the game come to a screeching halt and the game had some other issues as well.
However, calling the game sexist and degrading of Samus seems unfair to me. Apparently there are some people who like to think that a woman taking orders in any setting whatsoever to be degrading of her and decreases her independence. Samus showing any sort of fear is somehow beneath her. As a strong, independent woman, she is not allowed to fear anything, since that will make her more vulnerable and therefore more 'stereotypically female'. In my opinion however, confronting such fears head-on seems exactly what a strong woman (or man, for that matter) would do. Taking part in an important mission solely to protect others, even while taking orders from a respected superior, is exactly what a strong woman would do. A woman having some emotional baggage and trying to deal with it is not disrespectful, and neither is her looking up to someone.
No, Samus running away at the first sight of danger, crying on the shoulder of the first man in sight, and then taking her gunship as far as it would go, that would've been sexist.
I am not attacking everyone who considers Other M bad, or even everyone who considers the game sexist in some way. You might have perfectly good reasons for that, and that's okay, although I will strongly disagree with you.
But to everyone who cried sexism in Metroid: Other M for such simple reasons as Samus following orders or having fears: you sucked in 2010.
What do Okami, Kirby’s Epic Yarn and Limbo have in common?
I just mentioned all three of them. But more importantly, all of them feature incredible, creative and unique art styles. Okami has its wash painting, Kirby has its cloth and Limbo does noir like nothing else. These are just a few examples of games that stand out because of their distinctive styles and I could think of (and will mention) many more.
Why do I mention this during the Happy Holidays? Because it makes me happy every time and I absolutely love it.
For many people nowadays, it seems that a good-looking game means a game with the best and most realistic graphics. As such, games like Crysis are considered the best looking games ever.
And yes, they can and do look good, but really? After bracing for the ensuing flamewar, I will gladly state that I’ll take the visuals of Muramasa: The Demon Blade (pictured above) over Crysis any day.
This love of unique or interesting art styles is strong enough to make me play games in genres I don’t usually like. For example, I’m not a fan of First Person Shooters. Don’t ask me why, I just don’t enjoy them very much. However, there are exceptions to this rule, because there are shooters I like: two of those would be XIII and Borderlands. XIII did everything it could to look like a playable comic book and Borderlands tried to become interesting by completely changing its art style to a cel-shaded look during development…with both of these, it worked like a charm.
“So then”, I know you’re asking, because I can read your mind, “what happens when it’s a game in a genre you do like?” Then I’m pretty much ready to declare ‘best.game.EVAR.’
I like platformers, point-and-click adventures and action-adventures, just to name a few. I will mention some of my favorites, which stand out simply because they constantly bombarded me with “Wow” and never fail to put a smile on my face. Some of my favorites in these genres, and by extension favorite games overall, include respectively; Wario Land: Shake it!, which had a great hand-drawn cartoon style, Machinarium with its futuristic sketchwork (see above), and Okami, which you should know by now, but here’s a picture anyway:
Does that mean realistic games can’t be good? Of course not, gameplay makes all the difference. In the same way, not every game with a unique style is automatically good. But could a cool style make a particular game seem much more interesting to me? Absolutely. (So if you know such a game that I don’t, be sure to mention it in the comments!)
Now comes the hard part, I have to explain why this stuff makes me so happy and why I love it so much. Unfortunately, I can’t just post dozens of screenshots and say “That’s why, this stuff is bloody gorgeous”. Not only because Destructoid won’t appreciate that, but also because screenshots just don’t do these games justice. In fact, I would argue that not even videos can do these games justice.
After all, in my experience the absolute best part of such art styles is being able to explore the worlds they bring to life for yourself.
Okami is the best example in this case: there is nothing like standing on a hilltop, turning the camera around, taking in the entire area at once and then running trough it to the other side. It makes the beauty come to life much better and therefore much more impressively than any screen or video ever could.
But what really grabs me with these games is that they’re able to show me stuff I’ve never experienced before and will never experience except in the game.
To elaborate: you know what it is with realistic graphics? 1) They are not and will not be perfect
and 2) I’ve seen it before.
Yes, it is very impressive that you can render a tree which looks so much like the real thing, but I’ve seen realistic trees before…outside. And yes, human faces are hard to recreate and it’s highly impressive that you managed to render a realistic face…but I’ve seen those before as well.
What I haven’t seen before is Chinatown in a style a la Sin City. What I’ve never done before is run through a forest which looks like it could’ve come straight from a painting.
So you see, not just the fantastical, but even the ‘mundane’ can become a great, “wow”-inducing and even adventurous experience in a way that realistic styles just can’t match.
If that’s not a joyful gaming experience, I don’t know what is.