Tag: 3D

Thad Doesn't Review The Avengers

Here's the thing: I'm boycotting The Avengers.

It was Steve Bissette who convinced me, in a blog post last summer just following the summary judgement against Jack Kirby's heirs. After that judgement it looks like the heirs will never receive their due through the legal system, and the court of public opinion is their last recourse. I haven't bought Kirby-derived Marvel product since.

People have argued this one up and down, and done it well -- James Sturm, David Brothers, Chris Roberson, Heidi MacDonald, Steve Bissette again -- so I'm not going to go into an extensive retread just at this moment. But to summarize:

Yes, Jack Kirby is dead. No, his children didn't write or draw those comics. Neither did Bob Iger or Roy Disney III, both of whom stand to make massive bank on this movie and both of whom are in the position of making a lot of money on this movie because of who they are related to. Captain America should be in the public domain by now, but he's not, again thanks to Disney.

Marvel gives Stan Lee a million dollars a year. His contract stipulates that if he dies before his wife, then she (who also did not write or draw any of those comics) will continue to get a million dollars a year until she dies.

Kirby should have gotten the same deal Lee did. And if he had, he would have left his money to his children.

Never mind the rights questions and the work-for-hire versus spec questions. (Personally I believe Kirby did at least some of his work on spec, and Marvel "lost" the evidence among the thousands of pages of art they contractually agreed to return to him and then didn't. But again, never mind that for now.) Just giving some form of compensation to the Kirby heirs at this point would be a step toward rectifying the injustices Marvel did to Kirby over the course of his life. Plus, as Kurt Busiek recently noted, if Marvel (and DC for that matter) started retroactively applying their current standard contracts to past creators, people like the Kirby heirs and Gary Friedrich would spend less time suing them and more time promoting their movies.

Anyway, here's the other thing: last night somebody handed me a free ticket to go see The Avengers, and I realized that yes, this was a loophole in my boycott. If I don't pay to see it, I'm not supporting it.

Now granted, Marvel/Disney/Viacom/whoever paid for my ticket, and it was part of a marketing strategy -- word-of-mouth, buzz, what-have-you. So here's my thinking: if I talk about the movie, then they've accomplished their goal, and I've broken my boycott.

So I'm not going to talk about the movie. If I say I liked it, then I'm doing just what Disney wants me to. If I say I hated it, then that misses the point -- then I'm suggesting people shouldn't see it because it's a bad movie, not for ethical reasons. If you choose not to see a bad movie, that's not actually a boycott. (I remember lots of people in various comments sections saying they would boycott Ghost Rider 2 over Marvel's treatment of Gary Friedrich -- I reminded them that it's only a boycott if they had planned on seeing the movie in the first place.)

But yeah, I saw it. And I'm going to talk about my moviegoing experience.

I suppose you could argue that I'm still giving them what they want, if you really believe there's no such thing as bad publicity and any mention of the movie is good for them...but, well, read on.


The movie was at 7 PM, and my fiancée and I arrived before 5. She'd eaten and I hadn't, so she grabbed us a spot in line while I found the nearest place to grab a slice of pizza.

The slice I bought was mediocre and I would probably not go back. I felt particularly disapponted inasmuch as the theater is a couple of blocks from my favorite pizza place ever, but I didn't have the time or the money for that spot.

(Tangentially, several nights before I'd had a dream where I was lost in the New York subway system trying to find a good slice of pizza. Because yes, of course you can find a slice of pizza on any given corner in Manhattan, but I was trying to find a really good place. I am sure that this is a metaphor for something.)

So anyway, I got back and grabbed my 3D glasses and my spot in line. I love my fiancée but I think I may have to fire her from holding-my-place-in-line duty. Holding someone's place in line requires more than just waving him over when he walks in; you also need to make sure that you leave enough room around you for a human adult to stand comfortably in.

And so began the hours-long wait in line. It went about how these things usually go: standing in line sucks, but you're there with other people who share a common interest. I was next to a kid who had just read Knightfall and gushed about it while describing The Brave and the Bold as "unwatchably terrible" -- well, at least he's a kid who's enthusiastic about comics.

'Round about 5:45, a manager came up to the line and announced that no cameras would be allowed in the theater.

Including camera phones.

IE, a thing that every single fucking person carries in their pocket, because this is two thousand and goddamn twelve.

Now, I know that this completely fucking boneheaded policy was Disney's and/or Viacom's fault, not the theater's. But what is the theater's fault is that they waited until we'd been in line for an hour to tell us. Yes, as it turns out it was written on our tickets -- in an illegibly-tiny, illegibly-antialiased font way down at the bottom —, but how the hell hard is it to post signage and tell the guy at the door to let everyone know as they come in?

So I went back to the car, along with at least one person from every single group in line. Fortunately, this allowed the line to rearrange itself in a way so that I actually had room to stand comfortably when I got back. And hey, it could have been worse -- as I discovered when the line started moving, the guys who got there first had to stand in a really cramped spot, next to lighted movie posters that gave off a noticeable amount of heat.

And then came the wands.

They didn't pat us down, at least, but there were actually people in suits outside the theater entrance who wanded us to make sure we didn't have cell phones on us.

Let me fucking tell you something, Disney and Viacom.

Captain America did not go to war and punch Hitler in the goddamn face so that he could wake up 70 years later in an America where people have to pass through security to see a goddamn movie.

All so that somebody wouldn't record a 3D movie with their fucking phone and post it on the Internet. Because that would really hurt this movie's business, I'm sure.

Well, the good news is it totally worked and nobody managed to sneak a camera into any of the screenings and post the movie on the Internet within a matter of houohhhhh I'm just messin' with you guys, of fucking course somebody did. I checked this morning, just for curiosity's sake, and yes, surprising absolutely no one, a bootleg cam video of the movie is now readily available on the Internet.

What, you mean irritating and inconveniencing law-abiding customers didn't actually stop anyone from pirating something? I sure never would have guessed that from every single time anyone has tried it, ever!

Anyway. After the wanding we were admitted into a theater that really was not big enough for the size of the crowd. I'm given to understand they opened a second one -- which means we would have gotten better seats if we'd shown up later, because as it was we wound up way too damn close to the screen. (We were in the second row. We were told the first row was reserved for press. If the people who wound up sitting there were press, they must have been there for their high school paper.)

The seats sucked, but on the whole I was surprised to find that they didn't really suck any more for a 3D movie than they would have for a 2D one. There was a sense that the whole thing was hovering above us, and of course since you are actually looking at a plane, yes, shapes distort depending on your viewing angle. And there were bits where the screen had some single massive object filling it that made my eyes cross. But still, I don't think it was any worse than if I'd watched a regular movie from that seat. The problem isn't 3D, it's poor theater design.

All in all, I would say the theatergoing experience left a lot to be desired, and I'm certainly going to remember it the next time I think about attending a prerelease screening -- or even a popular new release.

But I will say one good thing about it: it's the only time this century I've gone to a movie and nobody in the audience had a damn phone.


There's been some talk about credits over the last few days -- an interviewer asked Stan Lee why Jack Kirby wasn't credited in the movie and Stan gave the kind of tone-deaf response he often makes when people ask him questions about credit: he actually said "In what way would his name appear?" (He added that "it's mentioned in every comic book; it says 'By Stan Lee and Jack Kirby'"; I'm going to give him the benefit of the doubt and assume he's referring to the original comics that Jack actually co-wrote and drew with him, because no, Jack does not get a creator credit on most of the current Marvel books.) I know Stan doesn't make these decisions (anymore), but I think he should have responded with "Well, that doesn't sound right; I'll ask around and see what I can do."

People have pointed out since that Kirby's name is in the credits. I didn't see it, but I think it was probably in the "special thanks" section 2/3 of the way down; the credits went by fast and the only names I caught there were Millar, Hitch, and Lieber. (And I'm certainly not saying those names don't belong there, mind; Lieber co-created Iron Man, and this movie is largely adapted from Millar and Hitch's The Ultimates -- indeed, I read an interview where Millar says they're not getting any compensation from the movie and if that's true I think it's outrageous.)

At any rate, my point is, I didn't see Kirby's name in the credits, and I was looking for it.

So, to answer Stan's question, "In what way would his name appear?" Well, Spider-Man had a big "Created by Stan Lee and Steve Ditko" credit right at the beginning, and I think the Marvel Studios movies should have the same thing. I realize that Avengers, in particular, has a lot more creator credits, but I don't care; I still think they should be up onscreen in the opening titles, every one of 'em.

(An alternative idea, that I know could never actually happen but would like to see: in the end credits you get a prominent credit for each of the leads. The Iron Man helmet with Downey's name, the shield with Evans's, and so on. You could couple those with creator credits. Prominent, middle-of-the-screen credit saying "ROBERT DOWNEY JR.", and then, lower down and in smaller type, "Iron Man created by Stan Lee, Jack Kirby, Larry Lieber, and Don Heck". Then the big "CHRIS EVANS", with a smaller "Captain America created by Joe Simon and Jack Kirby". And so on down the line. No, this would never happen in real life, because I am talking about messing with the top-billed actors' credits, but...a man can dream.)


Playing: Xenoblade
Reading: The Neverending Story
Drinking: Lumberyard IPA. It was on sale at my local liquor store, and I checked the label only to discover that "Lumberyard" is actually the Beaver Street Brewery, my old college watering hole. It tastes like the good ol' days. And hops.

Final Fantasy 7, Fourteen Years Later

The thing that surprised me most, on a replay of FF7 after lo these many years was, you know, it's actually pretty good. Not the best game ever, not even the best Final Fantasy -- hell, not even the best Final Fantasy released in a six-month period --, but pretty good.

It's easy to scoff at it in hindsight, probably because it's not nearly as good as some people claim it is. And frankly I'm embarrassed by my own youthful enthusiasm for it. But, truth be told, it's a good game. And it's not really logically consistent to love 6 and hate 7, because 7 is so clearly a refinement of 6. Amnesiac hero reluctantly joins underground organization fighting an evil, technocratic Empire that is extracting the spirits of a dead, magical race into glowing stones to use for its own nefarious purposes? Yeah, that sounds pretty familiar. The leader of the Empire is killed by a psychopath who is the product of one of its magical infusion experiments gone wrong, and who then becomes the Big Bad? Check. The key to saving the world is a mysterious girl who escaped from the empire's lab and turns out to be the daughter of a human and one of the aforementioned magical race? Mhm. Even the environments and the music are awfully familiar.

Which I suppose in itself could be taken as a knock against FF7 -- it hits a lot of the same beats as its predecessor. But this is Final Fantasy we're talking about. It's not like FF6 was fresh and new -- if you squint, the above plot summary isn't too far off from FF4's, either. And truth be told, 7 does some things better than 6.

It's easy to lose sight of in a flashy, forty-hour game, but, at least in places, FF7 shows a remarkable economy of storytelling. Take President Shinra -- for the first act of the game, he's the presumptive villain, and he makes a hell of an impression. But in truth he only appears in two scenes, I can count his lines of dialogue on my hands, and then he's promptly killed, offscreen, by a character you've never seen and have only heard of in rumors.

That's a pretty far cry from Kefka and Gestahl, really. Kefka is clearly the game's villain from the get-go, and you know sooner or later he's going to take out the Emperor. As for Gestahl, he doesn't get a lot of development but he's in a few scenes and you get a decent sense of who he is.

With Shinra, by contrast, you get a sense of who he is with very minimal information. It's quite well done. And then he's killed just a few hours in, by somebody who hasn't even been introduced yet. That's a shock -- and the presentation, the darkened halls filled with blood, is pretty unexpected too.

The key difference between Shinra and Gestahl -- and the key difference between their respective empires, and arguably between the settings of the two games -- is that Gestahl is an actual head of state, while Shinra is a CEO. The Mayor of Midgar only briefly appears in the game, and makes it very clear that he's a powerless figurehead. The man who runs the reactors rules the world. Forget the motorcycles, that's the most modern thing about FF7.

Shinra's also utterly ruthless and calculating. He wipes out an entire slum and blames it on the terrorists who have been sabotaging his reactors.

(It does fall apart a bit in the Corel flashback. Barrett convinces the people of his town to sell out to Shinra -- and then Shinra burns down the town anyway? I really have no idea how that serves the plot at all. It's not even there to fill the "hero's hometown gets burned down" box on JRPG Bingo, because by that point in the game Sephiroth's already burned Nibelheim, in a different flashback.)

Rufus makes an interesting contrast to his father. For all his initial talk about ruling by fear, his death is a contrast to his father's: the elder Shinra dies after destroying Sector 7; the younger dies saving Midgar. He doesn't have to be there; he could have evacuated, and he chose not to. His deeds redeem him, even if he's still not a very nice person -- and even if Midgar ends up destroyed anyway.

But probably the best example of FF7's skill in economical storytelling is the destruction of Sector 7 and the deaths of Biggs, Wedge, and Jessie. Sure, they're the requisite Star Wars-named fodder characters (Romanized correctly here for the first time!), and no, they don't have that much screentime, but you grow to like them in that short time. You learn just enough about their hopes and their doubts -- Wedge's guilt over the civilian casualties, Jessie's nervousness about her forged ID cards -- to feel for them. And Wedge is a legitimately fantastic example of a character whose personality is communicated visually, through his model and his body language. Which of course starts to bleed into my previous post and the observation that simple, iconic images can convey a whole lot to an audience.

There's a point where the uniqueness of gaming comes into the Sector 7 collapse, too. Sure, killing a bunch of poor people and blaming it on the hero is stock Bond Villain stuff, but this is different: the first opportunity you get to do a little bit of free exploration is Sector 7. You wander around, you meet people, you slowly get introduced to the world of the game there. It's not that the villagers have gotten too much more complicated since welcoming you to Coneria and warning you that the Fire Fiend will burn everything up, but they have little stories and personalities -- hell, the building designs have more character than the people, but the bottom line is that you get a feel for Sector 7 that you don't get for most fodder locations. (Contrast with FF6: Kefka's murder of the population of Doma establishes him as a very bad man, but you're not emotionally invested in Doma or in anyone there except Cyan and his family.) In short, a couple of lines of dialogue, some atmospheric design, and the proper placement in a game's narrative and presentation can really make a minor location stand out.

Oh, and the steel beam through the playground is as subtle as a chainsaw to the face, but it's definitely a memorable image.

And while the game can get awfully overbearing in places, it has some deep themes that are presented without being harped on. Of course the whole thing revolves around Japan's complex relationship with nuclear power -- something thrown into stark relief as I replayed it a few months ago when the Fukushima meltdown was in the news -- and it makes Barrett's team the ostensible heroes, but there are shades of gray there. Barrett is well-meaning, and perhaps the character with the purest motives in the game (leave a better world for the little girl he's adopted) -- but he's also a revenge-obsessed terrorist who gets a lot of people killed, most of them innocent and some of them his own team. And he's easily the most sanctimonious character in the game -- he rants constantly about saving the planet from the monsters who are sucking its lifeblood to generate power, and the game respects our intelligence enough not to point out the irony that he's a former coal miner.

Interface

It's not just the story that feels like an update of FF6; the actual gameplay is really quite similar too. Materia's not so far off from Espers -- the main difference is that it makes the characters even more interchangeable -- and the game is similarly unbalanced. It's still trivial to produce a party that will take the last boss out in a round or two; the game ups his stats a bit if you're at level 98 or 99, but it doesn't really make for a challenge.

There are challenges, of course, for advanced characters -- Huge Materia and the Weapons -- and in this sense, the game is better-rounded than FF6. The biggest problem is that, for the most part, they suck. On my latest play-through, I probably spent about ten hours grinding on Magic Pots and Movers, and for what? Spammy, unsatisfying battles with the Weapons, and a bunch of Master Materia I didn't need.

Seriously, if I ever try to beat Ruby and Emerald on a future playthrough, or get any Master Materia (with the possible exception of yellow), just give me a quick smack in the back of the head. It's stupid and it's a waste of time. And the Arena's not much better.

...but back to the interface. If you don't bother with all the side crap, it's pretty neat! And while weapons and armor have been simplified way down from 6, they complement the Materia system nicely. Do you optimize for equipment stats, for number of Materia slots, for number of linked Materia slots, or Materia growth?

And the Blue Materia are pretty neat too. Added Effect/Hades was always a favorite, and Phoenix/Final Attack is clever if overkill.

Where FF7 runs into its biggest gameplay problems is in simply interacting with the world. It's an early 3D game, and it's obvious that the team was still trying to figure out how to realize the Final Fantasy rules in that context.

This is most apparent in the field. There is a stunning variety of detailed backgrounds in the game. The trouble is that they're low-resolution, low-color prerenders, and much of the time it's difficult to figure out simple things like where you can walk and where you can't.

Image: Train yard
Can anybody tell me where the fuck I'm supposed to go on this screen?

There's a toggle you can use to show points of interest, but it's not very useful.

And battle's not much better. In classic Final Fantasy style, it consists of your party in one line and the enemy party in another line, but, for the first time, the characters actually move across the screen when they attack each other -- and the devs thought it would be a good idea to compensate for that by adding movement tracking to the battle interface.

They were wrong.

Say I'm trying to attack a monster, and it moves across the screen while I'm trying to point at it. Well, suddenly it's not where it was a second ago, and I have to move the pointer around to get to it. And probably wind up pointing at my own party somewhere in the process. Or, the reverse -- I'm trying to heal or buff one of my party members, and she jumps across the screen. (Actually it's a pain in the ass to target your own party members even when they're standing still, because the game can't seem to decide whether they're arranged left-right or up-down.)

All of which is just needlessly complicated, seemed-like-a-good-idea naivete. Changing the graphical presentation should not have actually changed the controls! FF7's battle interface is functionally identical to the previous six games'; it should play exactly the same even though it looks different. So that monster's not actually standing in his spot when I point at it? It doesn't matter; if I point at where he was standing a half-second ago it should still target him!

Music

The music in this one is just superb; it's legitimately one of the best original soundtracks in gaming history. Can you remember the first time you heard the boss theme? I can.

If I have one complaint, it's that you can pretty clearly hear Uematsu recycling the same themes at this point in the series -- Aeris's theme sounds a lot like Celes's theme, and they both bear a more-than-passing resemblance to Fanfare for the Common Man.

On the other hand, it's hard to fault Uematsu for retreading musical themes when the game retreads so many story themes -- you can't really blame him for making the Mako Plant sound like Vector when it looks so damn much like Vector too.

Ultimately, I can't take too many points off Uematsu for experimenting with the same riffs throughout the years. Charting his career through the series, it's the story of a guy learning his craft and learning new tools as they develop -- in his chiptune days, he was a programmer as much as a composer. The very first thing you hear in the very first 16-bit Final Fantasy is an extended version of the Prelude theme from the preceding three games. The first thing you hear in 7 is that theme again, this time with harp and vocals.

The move to the PS1 hardware had almost as profound an effect on the audio of the Final Fantasy series as the video. It allowed Uematsu a wide-open world to compose in MIDI, and, in a couple of cases, to use Redbook audio as well. FF6 had already involved some long, complex pieces that went on quite awhile before looping back to the start (Terra's overworld theme being the best example), but 7 had many more. And with instrument samples, the MIDI sounded less artificial than the chiptunes of yore.

The Love Triangle

The biggest problem with the Cloud/Aeris/Tifa triangle is that it's a case of two Bettys and no Veronica. (For you kids out there, you can substitute "Betty and Veronica" with "Edward and Jacob". Probably. I don't know; I couldn't even make it all the way through Steve's summary of Twilight. And it was hilarious.)

Tifa and Aeris are too much alike. At a glance, you expect the obvious trope: the scantily-clad, well-endowed one is the sassy, liberated one, while the conservatively-dressed one is a shy girl-nextdoor type. And at first, the game seems set to go down that path -- after all, you meet Aeris in a church and Tifa in a bar. Then, it takes an interesting turn suggesting that maybe they're about to subvert the trope and reverse the roles, as Tifa turns out to be literally the girl nextdoor and Aeris fearlessly guides you through the slums where she's grown up. But that potential twist never really pays off, and ultimately Tifa and Aeris are both the shy girl nextdoor. There's not a whole lot that distinguishes them from one another, and ultimately the competition between them never really feels like there's anything at stake in it.

Of course, once Aeris gets shish kebabed the triangle is resolved while simultaneously finally achieving a real dichotomy -- Cloud never makes a choice between the two women, the choice is made for him, and the rivalry for the audience's affection is no longer between two sweet girl-nextdoor types but, instead, between the angelic figure who died tragically and the girl who survives, stands by Cloud through his breakdown, and literally follows him to the ends of the earth. That is an interesting contrast, and it's most likely why people still care about Tifa and Aeris all these years later.

And of course there's also the rudimentary romance subquest that served to define them throughout RPG's to come. You can't seriously tell me that any of BioWare's romances are substantially more complex or nuanced than choosing your date for the Gold Saucer. Hell, it's even got a same-sex option!

The Translation

My God.

I played the PC version on my recent playthrough, and the most infamous errors ("This guy are sick", "Off course!/No, way!") were fixed, but there was still a "creek in the floor", and I'm pretty sure I saw "shit" spelled with an apostrophe. And the first boss fight still begins with Cloud instructing you to "Attack while it's tail's up!" -- less notable for the misplaced apostrophe than the omission of the rather nontrivial word "Don't", pretty much guaranteeing everyone playing the game for the first time would die twenty minutes in.

There's an absolutely fantastic peek behind the curtain in The Rise of Squaresoft Localization, an article by Wesley Fenlon at 1up. To wit: the massive script of FF7 was translated by one guy, who had little or no access to the original team, had no "series bible" of common Final Fantasy names and words, and had to hack the whole thing into a foreign character set. Considering that, he did a pretty good job -- I mean, we're still talking about the damn thing, aren't we?

But on the whole it was a big step down from Ted Woolsey's FF6 translation. Sure, that one has its detractors, but I can't for the life of me figure out why. It's got mistakes ("Vicks and Wedge"), truncations ("Fenix Down", "Carbunkl"), and plenty of 1990's-era-Nintendo censorship, but not only does it exceed 7 in its adherence to the basic rules of English spelling and grammar, it's also a lot more fun.

I suspect that FF7 is more like the American FF2 writ large in that people enjoyed it because the deeper themes of its story shone through the lousy script that conveyed them.

Right Time

I think the defining characteristic of FF7 is that it is spectacularly adolescent.

That's not entirely a bad thing -- in fact, it was adolescent in a time when its medium and its audience were adolescent too. It was big, it was operatic, it was bombastic; it was obsessed with its own appearance; it treated its shallow, superficial philosophy as if it were really deep and thought-provoking; it featured awkward cursing and a busty girl nextdoor and in the end it wasn't nearly as damn important as it seemed at the time. In other words, it's pretty damn obvious where its appeal to its target audience came from.

Final Fantasy 7 and Iconic Images

I closed Part One of my Final Fantasy 7 retrospective by saying that the Phoenix Rejuvenation Project, a mod designed to replace all the super-deformed field character models in the game with more detailed and realistically-proportioned ones, was the product of a lot of hard work by a lot of talented people...but just a bad idea on principle. The reason I believe this comes down to one essential point:

Final Fantasy 7 is ridiculous.

Now, the game has a huge fanbase, most of which was captivated by its epic story, cinematic atmosphere, and shocking moments. And I think that, given those elements, people tend to forget exactly how damn silly it is.

Here's an example. You're following Sephiroth -- the man who left a trail of blood and bodies ending in a dead President, a man who burned the heroes' village to the ground -- and his trail leads to...an amusement park. After you get your fortune told by a talking stuffed cat, and optionally ride the roller coaster and play an arcade game about the mating habits of Moogles, you find another trail of blood and bodies, these cut down by machine-gun fire. It's briefly implied that your colleague Barrett is the killer, but it turns out it's actually his best friend Dyne. Dyne's gone off the deep end and just wants to burn everything down; when he hears his daughter is still alive and Barrett's adopted her, he threatens to kill her and Barrett has to kill him first.

And then you go race a Chocobo.

Seriously. That is not an exaggeration. At all. The delay between Barrett having to gun down his best friend in order to protect his daughter and Cloud becoming a jockey in a race between giant pastel-colored birds is approximately thirty seconds.

The tone of FF7 shifts so often and so wildly that if you think too hard about it your brain will get whiplash. Do I even need to get into Wall Market and Don Corneo's Mansion? Do I ever want to see a realistically-proportioned Don Corneo thrusting his hips at me? (Actually, I looked for one from the Rejuvenation Project to inflict upon you, my audience, and couldn't find one. Maybe they don't want to see it any more than we do.)

And I can't stress this enough: one of your party members is a talking stuffed cat.

Final Fantasy games, at least since the 16-bit era, are a delicate balancing act of the serious and the silly, and 7 is probably the one that shows that contrast most clearly. And key to its balancing act is its use of exaggerated, iconic character models.

In the essential Understanding Comics, Scott McCloud explores the power of simple, iconic images:

Image: Understanding Comics
Image: Understanding Comics

It doesn't just apply to comics, of course; it works for any form of cartooning. Similarly, a few years back some dumbass critic wrote a review of Monster House where he loudly proclaimed that it was the most important animated film of all time, and summarily dismissed the entire history of animation on the grounds that, prior to performance capture, cartoons couldn't truly convey emotion. I'm convinced he was just trolling, but Amid Amidi at Cartoon Brew tore him a new one across multiple blog posts, including one with this side-by-side comparison:

Image: Monster House vs. Bugs Bunny

One's got a dead-eyed Uncanny Valley face, and the other one is Bugs goddamn Bunny. Bugs is an enduring icon who is recognized the world over and has remained popular for over 70 years, whereas Monster House...well, did you even remember what Monster House was when I mentioned it?

The point is, in cartooning, you take essential elements and exaggerate them. FF7's chibis do that: little bodies, big heads, and exaggerated movements in a story that is itself bigger-than-life. The Phoenix Rejuvenation Project injects more realistically-proportioned figures into those same exaggerated movements and bigger-than-life story, and the result is a pretty clear clash:

Image: Comparison of Barrett waving his arms, original vs. Rejuvenation
Image: Comparison of Barrett shaking his fist, original vs. Rejuvenation

FF7's field models lack even the basic facial emotions of FF6; each character has only one unchanging facial expression, and emotions are conveyed through exaggerated movement. In the Phoenix Rejuvenation Project, that doesn't change -- and it's a lot easier to accept a static facial expression when it's just a couple of lines and dots than when it's more fully formed, easier to accept ridiculous arm-waving from a squat little Playmobil man than one who's more reasonably proportioned.

And even if they could somehow take all that out, give the characters emote animations that fit their new models, you'd still have the Honeybee Inn, Sephiroth tossing people around like ragdolls in Nibelheim, Yuffie leaping across the screen, and, oh yeah, a talking stuffed cat. There are large swaths of the game that simply cannot be made to fit this art style.

I'm not opposed to overhauling FF7's field graphics by any means -- but Team Avalanche has the right idea: keep them chibi, just make them smoother and more detailed chibis.

Of course, even that approach is fraught with peril; FF9 tried it and we got a leading lady who doesn't look like a detailed chibi so much as, well, a dwarf.

Image: Final Fantasy 9's Princess Garnet


Next time: An attempt at a thorough critical analysis of Final Fantasy 7, what it did right and what it did wrong. Combat! Love triangles! Japanese nuclear anxiety! Recurring themes, both literary and musical! Keep goin'? Off course!

And in the meantime, don't forget to join the discussion currently raging at Brontoforumus!

Metroid: Brother from Another Mother Postmortem

So, Metroid: Other M has ginned up a fair bit of discussion and controversy. On the whole I liked it -- I probably wouldn't put it in my top five Metroid games (and how weird does that sound, "my top five Metroid games"?), but it was perfectly solid.

That said, there is plenty to gripe about -- and I'm going to throw my hat in, starting with the stuff that didn't work and how it can be fixed, and then moving along into the stuff I did like so we can end on a nice happy upbeat note.

Oh, and major spoilers follow. So, you know, stop here if you don't want to read them.

The cutscenes.

This particular aspect of the game has probably attracted more criticism than any other, and for good reason. We've gone from an essentially mute protagonist to one who constantly narrates -- badly.

How to fix: 90% of the problems with the cutscenes could be improved by cutting out the narration. Ever hear the expression "Show, don't tell"? If someone has to explain what's going on in a visual medium, you're doing it wrong. And we don't need Samus doing these "dear diary" things where she tells us what's going on inside her head -- as the Robot Devil sagely told us, "You can't have your characters just announce how they feel! That makes me feel angry!"

There is one glaring exception: the one time the game doesn't overexplain the plot is the part that most needs it, the identity of the Deleter. Who the hell is he? The game doesn't tell us. Is Samus supposed to have figured it out? If so, why didn't she ever mention it in her incessant damn narration? The closest we ever get is her finding James's body last. Are we then to assume it was him? Or is it deliberately unresolved, perhaps to be revealed in a sequel? And if that's the case, why the hell isn't that set up somewhere? It's this major plot thread that just...gets dropped.

(And if it was anyone but Adam or Anthony, what's the point? Does it really matter which random Redshirt is the traitor?)

Oh, and also, guys...it's the twenty-first damn century. There is no excuse for unskippable cutscenes.

Item acquisition.

Bad for the story. First of all, Samus being told not to use any of her equipment, and just deactivating all of it, has pissed a good many fans off, and rightfully so (see "Samus is a pussy", below). But even ignoring that, the execution is utterly nonsensical -- Adam allows his men to use Ice Beams from the get-go, but won't let Samus use hers until she's spent 10 minutes in a volcano? And speaking of the volcano, she's not allowed to use the friggin' Varia Suit at first? I mean, okay, you can come up with a plot explanation for being careful with missiles and bombs (though this would, you know, require some sort of damn payoff later in the story to actually work), but what the hell possible story justification can there be for not allowing someone to use heat shielding in a fucking volcano?

There is a neat "Screw (Attack) this" moment later on where Samus loses contact with Adam (for, it is later revealed, a profoundly stupid reason), and reenables a couple of moves on her own...but there's still no damn explanation for why she doesn't just unlock her entire arsenal at that point. For God's sake, she doesn't even enable the Gravity Suit until after she's slogged through the high-gravity area.

Oh, and incidentally, guys, it's been mentioned before, but giving a cute explanation for why Samus has to give up all her equipment at the beginning of the game only works if you explain what happened to all her missiles and energy tanks. Which brings us to:

Bad for gameplay. Unlocking Samus's powers at set intervals reduces the variety of items for you to find down to three: missiles, energy tanks, and powerups that reduce your charge time.

Now, reducing charge time is neat, and I was always happy to find one of those. And energy tanks are an essential part of a Metroid game too -- I just wish Nintendo hadn't decided to crib one of the more annoying collect-y bits from the Zelda series and started splitting them up into quarters. Does anybody like hunting for Pieces of Heart? Anybody?

Of course, the vast majority of the stuff you find in walls is going to be missiles. Trouble is, missile upgrades are damn near useless this time around, as you can fully recharge your missile supply in a couple seconds at any time (except, arbitrarily, in the last fight!). I mean, yeah, it's obviously better to have 50 missiles than 10, but the missile count just isn't as significant this time around. Especially when you're incrementing it by one at a time.

How to fix: Easiest thing to do would be just to go back to resetting Samus's powerset at the beginning of the game without explanation and having her get upgrades from Chozo statues. Sure, it requires a little bit of suspension of disbelief, but you know what requires a hell of a lot more suspension of disbelief? Being forced to turn off heat shielding in a volcano. And, you know, all that other shit I just got through complaining about.

If you're really concerned about having an in-plot explanation for Samus losing her powers, set the next game after Fusion and throw together some explanation about how the Fusion Suit can't retain its upgrades over time. Easy.

And it doesn't have to be the same arsenal in every game, guys! Let's see some new equipment!

Samus is a pussy.

We've already covered Samus's subservience to Adam, but the scene that rightfully cheesed a bunch of people off is the one where she's literally transformed into a crying child when Ridley confronts her.

Guys, I see what you're going for here -- the game plays with the image of a child's cry from beginning to end. And you're trying to show Samus gets scared sometimes -- Alien, after all, never had a problem showing Ripley scared shitless.

Difference is, Ripley still got shit done. She never needed a man to swoop in and snap her out of her little-girl crying.

And of course there's the fact that Samus has killed Ridley, what, four times by this point? That doesn't necessarily mean she can't still be afraid of him -- after all, it's not going to make the giant monster who killed your parents less scary if he keeps coming back from the dead -- but she never froze up on the previous four occasions, so it seems silly for her to do so now.

How to fix: I've already covered the "don't make Samus switch her equipment off and on at some dude's whim" point. As for the Ridley scene, it's okay to show her scared, but not to have her fall to pieces and just stand there. You really want to play the "crying child" thing, okay, make it a flashback, but this whole scene, Anthony's non-sacrifice and all, would still have worked without making Samus totally helpless.

Invisible walls.

This game has the worst abuse of invisible barriers I've seen since the Nintendo 64 era. It's embarrassing. If something looks like empty space, I should be able to walk through it. If there's an object with a flat top that's lower than the maximum height of my jump, I should be able to stand on it.

How to fix: If you don't want me to be able to walk through something, put a wall there. If you don't want me to be able to stand on top of something, make it taller, or have it end in a point. It's not rocket science, guys; this is embarrassing.

Pixel hunting.

I am not a guy who usually looks at walkthroughs, but several times throughout this game I had to punch one up after spending ten minutes trying to figure out what I'm supposed to be looking at out of all the tiny objects off in the distance that are almost the same color as the background. It's utter nonsense -- that boss isn't going to attack me until I see the larva? MB's just going to stand at that window and watch me look around for five minutes and only run away once I've actually looked directly at her? -- and it completely kills the momentum of the game.

While scanning worked okay in Metroid Prime, this is fundamentally different. Prime clearly marked everything that was scannable, and let you move around while you were looking for things.

How to fix: It can't be fixed. Fucking get rid of it. The moment you think it would be a good idea to include another pixel hunt, bash your hand with a hammer. Keep doing this until you no longer think it sounds like a good idea.

Unclear objectives and inconsistent rules.

Following off the above section: I had to look up a walkthrough three times in the endgame. First, to find out what I was supposed to be looking for in Room MW. Second, to figure out how to beat the Metroid Queen -- yes, I'd figured Power Bombs, but holding down the button didn't work, you had to go into the menu and activate them. Which would be fine if that had been how it worked for every single other power, but all the rest activated automatically. You can't go changing the way powers are activated at the very end of the game.

And after that, there was one final pixel hunt. In the middle of a fight. Where you can't dodge or recharge your missiles and indeed there's not actually any indication that your goal is to look at the middle of the room instead of the guys shooting you in the face.

How to fix: You don't need to hold my hand and spell everything out for me, but make points of interest visible (at least if they're places I have to go and not, say, missile upgrades), and don't change the rules of the game at the very end.

Anyhow, enough with the complaints and on with the good stuff:

The cutscenes.

It almost feels like the cutscenes were created in order, because -- with the exception of the horrendous Ridley sequence late in the game -- they get progressively better. Adam's death is a real high point, and while Madeline spends a bit too much time on exposition, there's a real sense of tragedy and pathos to the ending. There's potential here; it gives me hope they'll get it right from the beginning in the sequel.

And you know, I didn't really think the voice acting was that bad -- I didn't think it was fantastic, but it was competent, especially given the material.

The Metroids.

I could count all the Metroids in this game on my hands. They only show up at the end of the game, and they are bitch-ass hard to kill.

This is exactly how it should be. Keep the Metroids scarce, make them scary and make them a legitimate challenge.

The high-gravity sequence.

Yeah, it was a pain in the ass to play, and Samus's refusal to activate the Gravity Suit is utterly nonsensical, but it was probably the most legitimately creative point in the game.

The escape sequence.

It's hard to take a formula and make it surprising. Super Metroid put its twist on the escape sequence by making the room tilt; Zero Mission added the Zero Suit stealth sequence, and this one puts the whole thing after the end credits. Great twist; too bad it won't be a surprise next time (and too bad a guy with a loud mouth spoiled it on my messageboard).

The return of the Zero Suit doesn't make a lick of plot sense (and neither does Adam leaving his helmet behind in the first place), but it's fun -- chalk another one up in the "I'm willing to suspend disbelief if you give me something worthwhile in exchange" column.

Speaking of which,

Three Stages of Ridley.

It's completely ridiculous, but I love it.

No drops.

It was a little odd at first, getting used to the lack of energy/missile drops, but it really fits the mechanics of this game well. Running out of missiles is a minor inconvenience, but recharging health requires a real risk -- and pays off often enough that it's not frustrating, while getting you killed often enough that the game's still a challenge.

Well-placed save points and forgiving deaths.

In general, I tend to wish the Japanese would figure out that we're not saving to batteries anymore and realize save points are anachronisms and just let me save wherever I want -- but this is the next best thing. You rarely, if ever, go 20 minutes without hitting a save point and, better still, always respawn close to where you die (eg at the beginning of a boss fight). It allows the game to be challenging without being too punishing -- especially given the aforementioned unskippable cutscenes.

The gameplay!

Saving the most obvious for last -- for all its flaws, this is a pretty fun game to play. It's nailed the atmosphere and mechanics of the series. Sure, combat's a bit more complicated, but it seldom hurts the momentum of the game. Make no mistake: this game plays like a Metroid. It's got its blemishes, but I enjoyed it, and I played it through to the end -- and, perhaps most notably, it made me want to go back and replay its spiritual predecessor (and chronological successor), Metroid Fusion.

All in all, a pretty good game. With some spit and polish, a sequel could be better yet.