Monday, April 6, 2015

Into the Thick of it... Together!


Because I've recently espoused my thoughts on collaborative gameplay - from my earlier Donkey Kong Country shpiel - it seems appropriate to rehash the concept. Sitting around playing Nintendo has been a staple of the quality time spent with my brothers. The four-brothers/four-players algorithm has governed these sessions for decades, and still hold true today. I bring this up because recently John and I have been playing a lot of Super Mario World for the SNES and everything time we boot it up, despite how fun it is, I end up asking myself why it took Nintendo so long to allow their consumers to play collaboratively all at once.

Super Mario 3d World has pretty much crowned itself as king in that department - embodying all the madness and bedlam of four players bouncing shells, stars, coins, and each other into abysses in a frantic scramble to reach Bowser's castle while also drawing out their innate ruthlessness by having them each compete for a crown which benefits them nothing but the right to wear a crown. It is not uncommon to see Luigi cut a drawbridge; sending Mario, Peach, and Toad all plummeting to their loudly belligerent deaths for the sake of racking up an easy 4, 000 points. Or for Luigi to be hurled cruelly off a ledge, in turn, to steal back the crown. I feel I will soon dedicate a whole post to this marvelous little jewel of a game, but don't feel like digressing just yet.

This is all even more curious since games have efficiently been doing since River City Ransom or Battletoads. There is something cathartic and momentous about being in the same room, holding controllers, and winning (or, as more often than not is the case of Secret of Mana, losing) together as a team. The good times roll. There is nothing quite like finding out SM3DW's "Bowser's Castle World" is immediately followed by "Bowser's Theme Park World", or of having pre-Playoffs motivational speeches after having died so many times in the poison swamp as to have humiliatingly received the game's golden "No Child Left Behind" leaf.


Secret of Mana was an SNES classic in my house. It was a rare find - a game that held all the conventions and tropes of a Final Fantasy game (big deal, back then) while also allowing multiplayer gameplay. I won't extensively pontificate on how spectacular the music is (do I fucking need to even?) - I'm primarily concerned with how this game dishes out the collaborative experience, especially early on. 

Whereas other games of the era offered up the job system or focused on bonus-granting equipment and ornamentation, Secret of Mana offers customization through its arsenal. Just because you are the dauntless, red-headed "Hero of Mana" doesn't mean you have to lug the sword around from Potos to Thanathos - you can equip and level-up whatever designer weapon you feel like. With three players, you can now start strategizing - delegating combat responsibilities based on short- or long-range reach weapons, projectile, or speed to try and hit as many marks at once. If John and Dabutt keep a particularly bastard enemy occupied with feeble, long distance strikes, Shemp can wait and deliver thrashing ("whacking" I guess) blows with a heavier weapon when he's ready (yeah our naming conventions haven't exactly reached middle-age). 


This is important. Why? Because Secret of Mana, especially as far as RPGs go, is another motherfucker of a game. It is occasionally mind-blowing to go back and play a motherfucker every now and then (an especially sobering revelation after the simplistic and kid-friendly Super Mario RPG) and appreciate just how ruthless game designers used to be. Secret of Mana really offers up a juicy example of a game where the mechanics themselves are out to get you. The game combines lenghty, nail-chewing dungeon-crawls with sudden and grotesque difficulty spikes (the kind that remind me of stumbling over the wrong load-screen in Diablo II) compounded with a limited inventory system than makes resource-management a harrowing ordeal, like winding up on the wrong end of the Monopoly table. 

It's a testament to its design that the Action-RPG combat is such a fluid, dynamic experience. Your characters parry, thrust, backflip, guard, get knocked back or deliver crippling (and cathartic) blows, the enemies cast spells, go on the offensive, dodge and backpedal, disintegrate spectacularly, etc. In a game that requires grinding to progress, grinding is about as enjoyable as eating Pringles. Potato-chip game-play at its finest. But it does take grinding. On our first playthrough of the Haunted Forest - naive after respectively ripping our way through The Legend of the Seven Stars we were sent back to the Dwarf village three time; staggering, half-blind from exhaustion, Shemp dragging the corpses of John and Dabutt behind him, so desperate to find an Inn without being ambushed and murdered on the treacherous route back everyone just kind of watched in a tense silence. 

"Just stop attacking! STOP ATTACKING US, YOU BASTARD, THIS ISN'T FAIR!"

Squaresoft really doesn't throw you any fucking bones either. They know full well by the time you're retreating desperately you have money to burn, and like a child killing ants with a magnifying glass prevents you from using canon-travel to safely cross great distances on the basis of "No Ghosts" being allowed (everyone knows your party will be half-dead on your exfil). The dungeons are long and they are labyrinthine. They twist, they turn, and they are intelligently designed in a rudimentary sort of way - being an Action RPG a higher standard of player-enemy interaction is required to keep us engaged. The Haunted Forest provides us with this by shaping the terrain to accomodate and entrench the enemies - the Chobin Hoods (the god damn Chobin Hoods) barricade themselves behind walls of thorns; from safety they hit your party with arrows and dance out of reach of your weapons, forcing you to circumvent the hedge maze, cut down lesser obstacles, and clear out each individual position one-by-one like Marines storming bunkers at Iwo Jima. In some instances you'll have to divide the party and come at the problem from both sides in a pincer - one player forcing the target back on your comrade's spear-point. Boss fights often force you to alternate between weapons as they manoeuvre around the arena. Combat is engaging.

That being said, the instant you've self-inflated with pride the game will slap you across the mouth with some new jackassery; like a Kung-Fu Werewolf, or self-multiplying Jellies, or enemies that cast spells like "Moogle" or "Balloon" (the latter of which despite its fluffy name gleefully allows all surrounding enemies to cheap-shot your kidneys until you've wasted your last Cup-o'-Soup.. err, Wishes). Once we finally reached Ellinee's Castle after having survived the Forest and naively salivating at the prospect of an imminent Save Point we got our asses ambushed and beat so black-and-blue by haunted furniture that we (well, I, the party being decimated) didn't stop running until the Dwarf Village. 


The game really hearkens back to old-school RPG dungeon-crawling, where after venturing long enough into some nameless grotto you have to weigh the risk of making your way back out of the dungeon or exploring even further in the hope of finding an oasis of some sort. This is a particularly nail-biting example, as your inventory space is so restricted you literally have to factor every healing item at your disposal and when to risk using one up. It's a perverse kind of logistical ballet, and items like Cups of Wishes are so expensive using them up might be preventing you from affording better gear, which is likely impeding your progress in itself. The hell of it is, you can't tell which armour is better until you've already bought it, occasionally forcing you to fence back everything you just bought at half-price to piecemeal together enough small-change to buy something of value before going back outside the wire. 

To further complicate matters, Secret of Mana is one of the only games I've ever seen so succintly introduce to nefarious realities of capitalism into a fantastical little JRPG world. Where it is commonplace for dauntless adventurers to end up desperately in need of supplies and grinding their teeth at the prospect of either working their way back to safety or bravely (if foolishly) plunging forward in the hope of making progress, a shrewd, ruthless, anthropomorphic cat named Neko is slowly building an empire and mortaring its foundation with your misery. 

"I am a complete piece of shit."

At first, you stumble upon this walking Save-Point (which he in his esteemed and limitless kindness offers to you pro bono, in the most blatant example of reciprocitative marketing I've ever seen in a video-game) and think you've won the dungeon-crawl lottery. After all, the AI in this game is bunk and the Sprite blindly charged a Wolfman and used up your last Cup of Wishes. How fortunate you should run into a merchant here, of all places, when you are so despondent - and one who carries all the provisions you might need!

Of course, It'll cost you double what you would pay back in the safety of comfort of that town you left so long ago. Neko, you greasy bastard - you have us by the short-hairs, every time, and you have claws.

Some might argue that the game, thus, should be more user-friendly - I argue that there is a kind of romance to the frustrations of its current system. On some level you feel invested in finally mastering the technicalities of the game, and feel accomplished when you've worked out your own system. 


Like I've stated before, I believe gameplay in itself can convey its own message (it is, after all, the medium of any game). Where Donkey Kong Country through the perilous nature of its mechanics (and in comparison to its competition) conveyed realism and grit, Secret of Mana uses the harshness and difficulty of its gameplay (in conjunction with the tonality and dream-like quality of its music) to convey a dark, fantastical atmosphere. The harshness of the environments difficulty-wise coincides with the increasingly desperate situation plot-wise. Your party always seems a step behind the Empire and Thanathos, never quite able to save the terribly named Dyluck, culminating in a last-ditch attack on the Mana Fortress while the world underneath roils with chaos. 

There is something grim about being reminded that "No trace of [you] was ever found..." after gasping your last breaths at the mercy of Ellinee's pet tiger - especially since one of his many attacks involves him chewing your characters like bubble-gum. 

For all this, my bias can't be denied. I'm playing this game with my brothers - it could be complete shit and I imagine I would still have the time of my life. I am counting the days until Mike comes back so he can finally take up his rightful place as Dabutt, the Sprite. 

Monday, March 30, 2015

"Fungah! Foiled again!"


I uncovered in a particularly obtuse article, once, criticizing Super Mario RPG: The Legend of the Seven Stars for its aesthetic. It argued that Miyamoto's decision to deviate from Donkey Kong Country's faux-3D when building Yoshi's Island had cheerfully been trivialized a short time afterwards by the Nintendo-Squaresoft relic. Frankly, it doesn't make much sense to me.

I wonder constantly if I'm a nostalgist - I try and look back as objectively as I can, even when criticizing such train wrecks as the Final Fantasy series or George Lucas. That being said, none of my objectivity can really stand in the way of how damned amazing Super Mario RPG is. During another session of melancholy on my parents' couch and while flipping through the Virtual Console I plugged in the SNES classic as a quick distraction. Hours later, I found myself working through the Forest Maze to stomp on an anthropomorphic longbow. At a certain point, nostalgia can only drive you so far - I have yet, for instance, been "nostalgic" enough to pick up and replay a Final Fantasy game (especially the PSX-era goliaths) - and yet I got sucked so deep into SMRPG I could barely extricate myself.

In a fit of curiosity I've played a bunch of Mario RPGs since - but some of the charm is missing. The hand-holding gets pretty nauseating, too - I would wager more time is spent learning how to play Bowser's Inside Story than is actually spent playing it. That star-sprite makes Navi look about as micromanaging as an absentee father. The Legend of the Seven Stars is the definite answer to the "what if... the makers of Final Fantasy designed a Mario game" question. The game itself is self-aware and even self-deprecating. The aesthetic is marvelously twisted - Mario jumps on some pretty gnarled-looking bad guys in a series that exclusively anthropomorphized mushrooms and turtles. The game boasts probably some of the best enemy design next to Amano's unearthly concept art (I mean check out this rogues gallery, really). The Squaresoft staple for treasure chests is replaced by floating, chest-shaped "?" boxes in a splendid little marrying of art styles.




The writing still makes me smile today. Maybe in a genre continuum supersaturated with tropes a game plot built more for comic relief than drama is a breath of fresh air. Mallow the cloud's insistence that he is, in fact, a frog and his shock at discovering he is, in fact, a cloud, is hilarious. Whether its Mario constantly being praised or lampooned for his appearance ("How about a fat lip to go with that ugly mustache!?"), the minigames and silliness throughout Booster's Tower, or being smuggled into Nimbus Castle as a sculpture routinely appraised by Nimbus Land aristocracy, the game is constantly enjoyable. SMRPG is one of the most whimsical little gems out there - and it plays fast, its mechanics as stream-lined as Chrono Trigger's, requiring a minimum of grinding and leveling to advance with an absurdly low level cap of 30.

I actually introduced the game to Cam, who'd never played, and he was mesmerized by its charm.


Playing as a late-20s layabout grants you a little more perspective, too. You tend to appreciate minute degrees of sophistication in the content. The Legend of the Seven Stars is a game about a world of cartoon-violence where the status quo is upset by an invasion of real-world weaponry. You have to wonder at the madness of the planning sessions that must have gone behind this bizarre joining of RPG-mechanics and platforming whimsy:

"We should have Mario be able to equip a real weapon! Or Peach, even!"
"Are you out of your god damn minds."

"Geno will have gun hands and shoot bullets!"
"If by 'gun-hands' you mean 'wand-hands' that shoot 'stars'."

It's amusing that during the collaboration both teams would have settled on Mario's universe fighting off an army of generic JRPG tropes in its genre debut. I could actually sophist my way through this in a ponderous, asshole kind of way but I'll just cite a conversation I had with Cameron about this very topic: 

Cameron Morris
...this is a Hephaestus-looking sumbitch right here
Andrew MacInnis
Yeah the monsters in Mario RPG are menacing, conceptually
Cameron Morris
Pardon me for a bit while I beat this game
Andrew MacInnis
Enjoy the best final boss music ever written
Cameron Morris
I dunno about that but he may have been the scariest boss design of all time
Andrew MacInnis
Yeah he's monstrous
Cameron Morris
Like... if that game had been aorund when I was 5 or 6 I don't know that I could have even played against that background, much less Smithy himself
Andrew MacInnis
I dunno if you read that article I linked you too, but he's also symbolically even MORE monstrous, taken in context
Cameron Morris
Article???
Andrew MacInnis
Gimme a sec
Check this, then let's talk about Smithy
Cameron Morris
Interestingly I disagree with this article by the end of the second paragraph. Or the beginning
That ending sums up pretty much the whole thing: every character in the game, including the dead bosses, put on a merry parade as one last show, and they hope you liked it
Andrew MacInnis
How so
Cameron Morris
That's how so
Mario RPG isn't real. It's just another show that the cast puts on for you.
If we want to talk in a textual sense, the only time Mario and the gang are "real" is when they're riding go-karts or playing sports together
Every other game in the series is just performance. It's why the universe is literally god damn destroyed in Super Mario Galaxy (really) and then Mario Galaxy 2 pretends the first game never happened
Andrew MacInnis
Rewind the clock back to when SMRPG came out though - this concept may have been retconned (not that finding narrative in the Mario universe should ever really be a priority), but the game is a framed as an interruption to what was portrayed as their "real" lives
A world of cartoon violence invaded by real weapons from another dimension
Cameron Morris
In a way that sort of makes sense
Or would, if the real weapons weren't all googly-eyed and incapable of hurting people
Andrew MacInnis
True, this isn't "Watchmen", but hey it's still an interesting concept
Cameron Morris
Smithy's an interesting one, though
Andrew MacInnis
The weapons may be googly-eyed but when else do you see Axes, or Bows and Arrows?
Cameron Morris
Because he very plainly does want to take all good nad magic out of the world and replace it with weapons.
Axes? You kill Bowser with one in the first game
Andrew MacInnis
And then you have Smithy, a kind of Haephastus who is a *maker* of weapons
You don't kill bowser with an axe, you use an axe to cut a drawbridge to drop him into a lava pit like it was a dunk tank at the county fair
Cameron Morris
Details

Are we reading too much into a game about a plumber and turtle-king teaming up to beat up a giant sword-with-eyes? Absolutely. Is it fun despite this? Absolutely. It may be presumptuous to take The Legend of the Seven Stars as an early deconstruction of the Mario-game model (that it would occur during a dramatic shift in game mechanics only makes even more sense). That behind the eternal, vaudevillian platforming struggle between Mario and Bowser lies an average day in a world of RPG mechanics is both meta and in itself a parody of the meta-narrative. 

That being said, let's take a step back from all the symbolism and the the bimbolism and just enjoy the hell out of the game for being a game. The music is stupendous, uplifting, and atmospheric (Koji Kondo and Uematsu for the win). The enemies frolic about on screen - in gorgeous, clay-model environments - and are dispatched via a quick and simple button-oriented battle system. Timed-hits engage the players, while simplistic strategy is plumbed from how to layer your attacks and dispatch groups of enemies more expediently (combining magic attack-all spells and hard-hitting singlle strikes). The story is deeper than you would presume but fun either way. All the enemies are hilariously characterized and moving from location to location on the world map is a joy. 

Speaking of enemies...

"I JUST WANT MY HOUSE BACK!"

That despite his late induction into your party Bowser still manages to steal the damn show is a subject that makes me wonder if at one point he was not originally intended to be the game's protagonist. While this in itself doesn't seem to be a novel concept it still hasn't been done yet - even Bowser's Inside Story only ladles the koopa king half of a spotlight and spends most of the plot ridiculing him, anyway. Bowser in Super Mario RPG though is both fascinating and entertaining - absolutely narcissistic and confrontational throughout, he sees himself as the protagonist after all is said and done. The game could just as easily opened up in Bowser's castle, have him kicked out, and spend the rest of the game stomping around the Mushroom Kingdom, trying to get his castle back, inadvertently sharing mutual goals with and recruiting a bunch of do-goodnicks and even his worst enemy along the way. That this would undoubtedly lead to Bowser being wrongfully (and unwillingly) perceived as a "hero" by the kingdom and even his "sidekicks" would have been a laughable sort of role inversion.  




"I'm gonna do something I may regret later...! But I'm gonna let you join the Koopa Troop. You can thank me later..."

Frankly, there's little point to characterizing Mario (it's why his whiny, taller, cowardly brother gets so much more fan love). He's the hero - the plot may revolve around him, but that certainly doesn't make him interesting. SMRPG recognizes this, making Mario out to be a silent protagonist and showcasing his interaction with townsfolk, baddies, comrades, using him as the means by which to characterize them.


"Here I was, thinking of a plan to get my castle back, and all of a sudden, Mario walks up to me and BEGS me to let him join the Koopa Troop! I had no choice BUT to let him in! It was so pathetic!"

That being said, Bowser still ends up being the more relatable character. By constantly running into him and his foiled attempts to take back his castle and bearing witness to the overly emotional encounters with his lieutenants and footsoldiers, the entire "find the princess" story is hurriedly shoved aside by a far more entertaining character-study. Frankly, even the overarching quest to recover the 8 humdrums to rebuild the plot road is made far less interesting than Bowser's personal quest to regain to right the steal the princess himself.


"Hold it! I only joined so I could get my castle back. I'm not gonna be dragged along on this stupid hunt. This is as far as I go. I'm gonna gather my troops and rebuild my castle! And YOU, Mario! You're an official member of the Koopa Troop! It's your duty to help with the repairs!"

Frankly, here's an idea for the next Mario RPG - Bowser gets evicted from his keep by the Mushroom Kingdom's health inspector for not keeping his home "up to code". 

"Magikoopa! I've said it a dozen times - I want that leak in the basement fixed!" (referring obviously to a boiling sea of lava)
"But your lugubriousness, we've already blown our budget on trying to coral that herd of magma-snakes that infested the west wing! We'll have to wait until the next fiscal year, if we can recoup our losses from that volcanic eruption..."
"GEEZ!"

The inspector, quite obviously, should be an old, mustachio'd Toad (the equivalent to finding out Hitler's art instructor was Jewish) flanked by expendable, traumatize ensigns fewer in number the deeper they explore Bowser's "house". That Bowser somehow can't "out-bad" royal bureaucracy winds him up tromping around trying to find another hideout (or alternatively searching for Plot MacGuffins to conduct the needed repairs). He could recruit shmoes along the way, tour a round-a-trope of villainous lairs from Missile Silos to Haunted Mansions and Dungeons, wind up saving the world by accident and granted a royal writ of propriety from the Princess as thanks. I want to play it already and it's not even real. 

It's a real shame Nintendo and Squaresoft haven't paired up to make another game. Not only has it deprived the Mario world of some awesome characters (Geno the star-knight-turned-doll, Mallow the cloud, Johnathan Jones the best pirate ever designed... raise your hand if you hoped he became a party member), but also that tongue-in-cheek brand of humour and self-awareness that could only come out of a smashing-together of genres. That being said, who knows if Square-Enix would even be up to the task these days - Mario would probably wind up jumping around in a leather suit covered with belts and zippers and Luigi would grow angel wings. All the easter eggs and tasty little hidden-away bits of dialogue (like Mario enjoying the fruits of his suite and inadvertently working as a bellhop at the Marrymore Inn) remind me of what used to make Square games so charming. The Shadow-Relm controversy from FF6, the squirreled away dating simulator in FF7... its a reminder that RPGs despite their big fat stories were still originally meant to be played, and even plot-heavy games like FF7 didn't take themselves too seriously. 

All this talk about Mario makes me want to immediately bust into how much I enjoy the new Super Mario 3-D World game, but I think it's best to let that one simmer for a bit. Besides, I still need to beat Culex, our resident Dark Knight of Vanda.