Monday, September 10, 2012

The Giant Steps of Cowboy Bebop



It's all about the music, you know?

It's a pretty exciting opening. The blaring trumpets, the rapid-fire cuts and bursts of colour, the drum fill and then a moment of silence before a groovy bass line kicks in and everyone is ready to go. Cowboy Bebop's score is renowned for good reason but it goes deeper than simply having great tunes. Take the score away from The Melancholy of Haruhi Suzimiya and it'll be of a little consequence. Take the score away from Cowboy Bebop and everything changes. The soundtrack of Cowboy Bebop informs every aspect of its storytelling.

Cowboy Bebop is not some happy accident. Shinichiro Watanabe understands – really gets – how to use music as something more than cool window dressing. Samurai Champloo was released five years later to critical acclaim and garnered the same gushy reaction to its music, despite being of a completely different musical genre. And, from an outsider's perspective, Cowboy Bebop and Samurai Champloo feel wildly different to each other both in plot and setting. Samurai Champloo takes place in Edo Period Japan and follows the adventures of three travellers in search of the “samurai who smells of sunflowers”, while Cowboy Bebop is set years in the future and focuses on a group of bounty hunters.

With its improvisational and, at times, sombre jazz soundtrack, it's almost natural that Cowboy Bebop tells the tale of a group of “losers” haunted by their pasts, out of cash, and barely scraping together a living. The cast of Cowboy Bebop are really a bunch of musicians themselves, skirting from place to place performing (or in their case catching bounties), living off their meagre winnings until they run dry, and then doing the same thing all over again. There's real romanticism at work here. The impoverished artist, the freedom to be tied to no one, and, of course, the indulgence. To devote yourself to your work entirely and break free from the concerns of reality.

It's all bullshit, naturally. Spike, Jet, and Faye all know this. The Bebop, the crew's ship, is a transformed husk of a fishing boat now flying through space. A literal fish out of water. Spike's blasé dickishness is really hiding his misery over losing Julia, Jet ends up becoming the paternal figure of the group as a result of his failure to protect Alicia, and Faye, behind all the sex and allure, is painfully alone. After the smoke is settled and the haze of the performance is over, all three of them are left wringing their hands in the spotlight.

And what's jazz now except a shadow of its former self? How do you feel about Giant Steps? Fuck that shit, everyone's played it, it's fifty-years old, it sounds like crap, write a new song, and stop playing that god damn song. I don't care if you can fuckin' modulate it and change it up. You can play in seven, you can play in nine? It's boring.

Ultimately, the crew of Cowboy Bebop can't let go of their past no matter how hard they try. Jazz is the music of an era long since past and yet it still clings, lifelessly. Bebop was a flash of brilliance before it quickly fell into its face. A good idea, a great idea. Let's go out into space and catch bounties for a living. Free from the man, man. A romantic life and a lonely one.

In the world of Cowboy Bebop, if you have a past, you have a death wish. A history is a heavy burden. It doesn't lead to bigger and better things, it leads to stagnation and paper-thin “cool”. And it's intoxicating and rotten and miserable and lovely.

Maybe that's what makes jazz so wonderful. It sounds defeatist in its familiarity. It's pleasing to see and hear such characters and music start off so confidently and quickly spiral out of control. Despite all the improvisation, we all come back to crushing repetition.

Sunday, August 19, 2012

Let games be as challenging as they need to be


In which Alois defends the value of easy games. Also Boku No Natsuyasumi.
I hate listening to/complaining about difficulty in games. It feels like such a non-issue. A triviality. The people that really get to me though are the ones that argue modern games aren’t any good because they’re easier to complete. What sort of metric is that? I welcome the idea that by making games easier, we’re letting more people experience the medium and even allowing people to finish titles, too.
Because name another medium where some people don’t even see the complete work? Yes, book and movies can be placed aside whenever someone wants to but they require no effort on the viewer to see/read the whole thing. They’re open to be discussed by anyone.
And games need that level of approachability. We don’t have enough people talking about games.

Colonialism under the guise of the dungeon crawl: Etrian Odyssey and the invasion


I talk about a lot of things that make Etrian Odyssey great in this piece but the best thing about the game, what makes it rise above and beyond even the oldest games in the genre, is how it uses the DS screen.
Because dungeon crawls can be awful to the perfectionist. You have to buy graph paper because you’re gonna be drawing a lot of maps, and normal white paper simply won’t cut it. Then you have to buy a bunch of pencils and various fine pens so you don’t smudge or ruin your map. Then you have to annotate it and make sure every event or treasure is marked correctly. It’s a blissful, addictive experience that’ll ruin even the most patient of people.
Etrian Oydssey dedicates the touch screen entirely to your map. It’s an empty grid at the beginning of your adventure but gradually transforms into a perfectly aligned map. It maintains the intoxicating lure of drawing your own map and gets rid of all the awful ink spills and blotches that can ruin everything. It’s wonderful.

Monday, July 30, 2012

Beating up God in Valkyrie Profile: Lenneth


My latest is up at Nightmare Mode :D

So, apparently this game isn’t as well-loved as I thought it was? That’s kind of understandable, actually.
Valkyrie Profile asks a lot of the player. There’s a strict time limit, a complex battle system, and tri-Ace have the gall to trick you into playing the game a very specific way when you actually have a lot of freedom. Valkyrie Profile is a little too clever for its own good. No wonder it didn’t stick with a lot of people.
You need to get in the right frame of mine to play it. Valkyrie Profile is melancholic. You’re not met with congratulations for mastering these systems. You spend the entire game recruiting dead people and watching their last moments on Earth.
And, similar to Majora’s Mask, the narrative is remarkably understated. You don’t recognise just how oppressive the game is until you’ve let it rest a little bit after your first play.
It’s not a happy game, there’s little room for humour. But there’s a sense of cohesiveness here rare in video games. A unified vision. It’s pretty short, too!
We need more short games.

(Thanks, as always, to TimeCowboy for the wonderful art)

Monday, July 16, 2012

The things that I write

So, I've been a little bit slack with updating this side of the internet. I have two blogs alongside my scheduled writing at Nightmare Mode and I invariably pay more attention to my Tumblr. Why do I do this? I'm not sure. I'd like to say it's because I have an established audience there but that "established audience" is honestly not the sort who would have the time/patience/effort to read the things I write.

I mean, it's Tumblr. It thrives on reblogs and funny images. I'm kind of out of my element there.
Art by Jake Lawrence. Always and forever.
Anyway, I've written two pieces recently that now rest at Nightmare Mode for the foreseeable future. The first was a little treatise on flying in video games and looked at what is my ideal form of flight. It's a little whimsical - as all my pieces often are - but I had a lot of fun with it.

The second piece is, well, I hesitate to call it controversial, but it's certainly the most confrontational piece I've written. I don't get angry or shout at anyone but I look a little deeper into what I want when I play games and respond to a piece by Richard Cobbett about guilt and choice. It's certainly a piece that has words and opinions in it!

And, finally, go pitch things to Nightmare Mode. They're lovely people and they want lovely writing. Write some lovely things, please.

Wednesday, June 27, 2012

Headshots Episode 1

There's a new video feature up at Nightmare Mode in which the writers get together and answer short questions about games and games culture.

This week's episode is focused on "Your Favourite Guilty Pleasure Game" and I was in it! I was in it for about 10 seconds or so, but I was in it! :p

It's a fun feature and I'm already excited to see where it goes from here.

I derped pretty hard in the video, too.

Saturday, June 16, 2012

The Campfire: A nightmare in Hyrule


My new post at Nightmare Mode!

Yes, video games were always scary when I was a kid. The age of polygons introduced freakish characters with pointed ends where things should be round. The Nintendo 64 made things worse by applying a fuzzy sheen to everything so things were even harder to distinguish.

Sometimes I wonder why and how I'm still interested in the medium considering how much video games scared me as a child. They were out to get me.