Backlog Quest: Dragon Warrior I

This is the first entry to my Backlog Quest series.

The venerable Dragon Warrior/Dragon Quest series has seen, at the time of writing, ten main series entries. It’s one of those franchises that has always been more popular in Japan than the United States, and has been a staple of otaku condescension for as long as I remember. Until recently, I only understood Dragon Quest as the more colorful, less brooding, and more Japanese-y counterpart to the Final Fantasy series (which is, of course, also from Japan).

A note on the name: In the US, these games were originally titled Dragon Warrior, in order to avoid conflict with the TRS-owned trademark DragonQuest. In 2005, Square Enix finally saw fit to refer to the franchise as Dragon Quest, even in English. Purists apparently regard this as the correct name for the franchise. In my case, I’ll stick with the name of Dragon Warrior, since that’s what my cartridge says.

In 2000, a compilation cartridge of the first two Dragon Warrior games was released for the Game Boy. I picked my copy up used some years later and, like many games I purchased in the last ten years, I immediately tossed it into a bag with other Game Boy games, not to be touched again until now. While I understand that there are some cosmetic changes to the game from the NES original, for my backlog quest I chose to play the GB version because, as far as I can tell, the changes make the game infinitely more playable, even if the name “Erdrick” was changed to the much-less-cool-souding “Loto.”

I wanted to do some videogame archaeology, so I popped this cartridge into my GBA and played the first game in the series. Eventually, I’ll get around to the second.

Playing the game, I was most excited about the art. Here’s the thing about sprite art: I love it. I love it more than I love almost anything. The primitive, blocky, colorful graphics remind me of fruit snacks, of everything I loved about the games of my childhood. 8-bit MIDI scoring makes me nostalgic for a time before my birth, for games I never actually played, experiences that exist in the collective subconscious of gamers. Participating in the shared assumption of these cultural memories is among the delicious burdens of someone that grew up with games such as I did. The Akira Toriyama-style art drew me in the way a warm blanket would do in winter.

Dragon Warrior is, in many ways, the grandfather of all JRPGs. Playing the game, I could see the conventions that would become complex components of the genre: the turn-based battles, the ever-improving selection of armor and spells, the reuse of enemy designs, with cosmetic changes made to them to indicate a greater or lesser threat.

The game was, I suppose, fun to play, in a grind-y way. Only a few times a year do I crave that sort of experience, when the parts of my brain that call out for cheap rewards desire the bright chemicals accompanying a level-up. The plot was laughable, of course: DracoLord (real name) is doing evil stuff (ooo!) to the world, and only I (the hero!) can stop him. This game was made before people seemed to care about videogame plots, when the very idea of story in games was a novelty only on the precipice of importance.

As I said, playing this game was an exercise in archaeology. I’m glad that I can scratch it off my list, say that I’ve played it, and move on. I don’t expect to ever play it again, but that’s okay. Sometimes, these old games exist more as an idea, a memory, than they do as contemporary experiences in their original right. Much as no one reads Greek myths looking for religious enlightenment, I enjoyed Dragon Warrior not as a thrilling experience of exploration but as a method of filling out the canon of videogames.

These motives will have to do.

Backlog Quest: An Introduction

To begin, some context: I have hundreds of videogames. I collect them, partly out of an an anthropological fascination with the medium, and partly as a result of my hoarding tendencies. Videogames have always been an important part of my life, and in my adulthood I choose to honor their continued influence on my personality by establishing a sizable and well-maintained collection of old and new games. I do this even despite my increasingly-limited free time.

As such, I have now only played a portion of my collection, and have only finished a tiny fraction. This problem is compounded by the fact that, when I do have some time to play games, I tend to default to games that I already know I enjoy, games I have beaten repeatedly. During these times, my countless unplayed games stand, judgmental, on my shelf and stare at me, and in these moments I am ashamed.

But no more. This is my quest: I shall play through these games which have, for so long, gone untouched. As I do so, I shall write about them here on this blog. These entries won’t be reviews, because I am entirely unqualified to review art of any sort. Rather, these posts will be my musings on why the games in question have become important, on why people enjoy them, or on why they have been abandoned. I don’t expect to like every game, but I do hope I can appreciate them all.

Edwin’s Song

Hello!

So, my first project for my Edwin’s Bridge resolution was to write and record a song about Edwin himself. I was about ninety percent successful. I didn’t have any equipment for recording that first week, and so I had to settle with writing out the lyrics and chords to prove I had finished it within the week. This week, I managed to get my hands on some 1/4″ to 1/8″ cables to use with my keyboard to record the piano part.

My original intent was to then record the vocals over the piano track. As scared as I am of performing in public, I am infinitely more terrified by the idea of singing and being heard. Half the reason I am doing this ridiculous project (one creative product a week) is to get over my fears of being ridiculed, of being ashamed of things that aren’t shameful, like not having much of a singing voice. The other half is, of course, to get into the habit of finishing things.

And, to a degree, I failed. Granted, part of this failure was technical: my mic wasn’t properly working. I could have sang into my computer’s native mic, but that would have sounded distant and weird against the hard-recorded piano track. But the point was never to have the most polished production ever, or even a particularly good one. The point was just to do it, and I didn’t find a way.

Still, I recorded the piano part, and then the “vocal” part on a flute voice. I have embedded this mp3, if you so care to listen. It’s rough, both in the sense that I really know nothing about editing audio, and in the sense that I missed quite a few notes, rushed places, etc.

But, it’s a first effort. I have infinitely more experience recording music than I did a week ago. I put my finishing stamp on the manuscript and, at least, I’m letting people listen to my blunders and read my silly childish lyrics. It’s enough of a step.

Edwin song (better)

Lyrics (just pretend the flute is singing)

Over toast one day, Edwin saw
A turtle saunter by.
Feeling friendly, he decided
To stand up and say “hi.”
(she said) “Quel type de tortue êtes-vous?
Et où êtes-vous né?”
And Edwin realized sadly
He had no way to say
That he didn’t speak French,
But he was willing to learn,
As a hard-working turtle
With some time to burn.

[chorus]
He’s Edwin! Going on adventures,
He’s a turtle, and he’s a bit afraid of heights,
But that’s okay, ’cause he’s more excited than afraid.
This is awesome.
Edwin! Going on adventures,
He’s a turtle, and he’s a bit afraid of heights,
But that’s okay, ’cause he’s more excited than afraid.
He’ll be okay.

Walking along amongst some potted trees,
He sees one proud and tall,
And it says “Hello, I am a topiary,
And a bit of a know-it-all.
So I have some advice for you:
I know a happy tree.
He lives on a cliff that-a-way,
Pay him a visit for me.”

[chorus]

Down to the spikes, he turns his gaze,
And they fill him with dread
Because he knows, if there he goes,
He surely will be dead.
He looks up to the other ledge
And sees the happy tree.
The spikes seem duller, the have pillow points
In his fantasy.

[Chorus twice, fade on "He'll be okay."]

Edwin’s Bridge

Edwin's Bridge

Edwin’s Bridge- He says “halp! bridge, please?”

 

Happy 2013.

I have undertaken a project for the coming year. It is, I suppose, a resolution, the goal of which is to get more stuff done.

Context: I recently graduated college, and as such, I no longer must spend 25 hours a week at a part-time job and another 40-60 hours studying. Instead, I have only a 40-hour workweek. My nights and weekends are, for the first time in my adult life, my own.

Which is awesome. I’m excited.

For the past few years, I have carried around notebooks in which I kept ideas for poems, short stories, sketches, comics, songs, and other creative projects. Most of them were never intended to be some magnum opus, but these ideas very much clog up my head, and I would often find myself going back over my notebooks and admiring all the good ideas I’ve had.

This is not a healthy practice. In 2006, Ze Frank made a video referring to this phenomenon as “brain crack.”

So this year, I am going to expunge the brain crack from my skull. Using a variation of Stefan Bucher’s whimsical technique for sticking to a routine (illustrated at the end of this video), I have drawn the above picture of Edwin the turtle, who desperately wants to cross the chasm of poisoned spikes to reach the happy tree on the other ledge.

There are 52 spaces in that bridge. Each week, on Sunday, I will fill in one of the spaces, as long as I create some work of art that I had (or, if it is a new idea, would have) relegated to “some later time.” These will not include parts of the larger projects that I am always working on, such as finishing a novel or writing an awesome webapp. No, the Edwin projects must be standalone pieces, completed during the previous week. By the end of the year, I will have a bridge.

I must have something tangible to show for my efforts at the end of each week. The goal of this project is not knowledge or deliberation or consideration or enlightenment.

The goal is completion.

My first project is a song about Edwin’s life and how he came to be in this predicament.

Amnesia: The Dark Descent Review

(Note: This was originally posted here on my Destructoid blog, Level 3 Blues)

Last Spring, Roger Ebert famously stated that video games could never be art. Of course, his post was immediately inundated with comments from gamers and non-gamers alike, some foaming at the mouth in retaliation, some agreeing, and some (like me) who felt that he was, despite his status as a critic, no judge of something he didn’t understand. I could write pages upon pages about the status of video games as cultural products, or about why Ebert is insufficiently prepared to arrive at any conclusion regarding art in general.

But this is a video game site.

So instead of launching into a self-important rant about the meaning of art, or the philosophical and moral implications of choosing a definition that excludes what may be my favorite form of media, I’ll just talk about the fantastic Amnesia: The Dark Descent, from Frictional Games.

First, I want to put out that what almost every review of this game has agreed upon: It’s scary. At times, it is startling (a la jump-out-and-yell-boo) and at times it is disturbing (vicious scenes of torture percolate throughout the last quarter of the game) but the underlying chill of the game is the real draw, and what makes it so brilliant.

But let’s start with the story. You play as Daniel, who apparently lives at Mayfair and is being hunted by something. And that’s all you know at the beginning of the game. He has Amnesia (get it?) and it’s up to you- the player- to figure out what you’re doing and how to get out of wherever you are.

Throughout the game, you find scraps of Daniel’s diary and other notes, which serve to reveal more of the story. You are in Castle Brennenburg, and for whatever reason, you’re supposed to kill a man named Alexander.

Soon, however, a new element of the story begins to emerge: You are being hunted by something supernatural, which manifests itself in the form of a fleshy growth on the walls and ground of the castle. Whatever it is, you know it is dangerous and you continue to flee further into the castle to avoid it.

Along the way, you learn of the horrors of Castle Brennenburg, and of your place in them. Also, aside from the “Nightmare” that is chasing you, the castle hosts a variety of creatures willing to tear you to shreds. And there’s the clincher, because you have absolutely no way to defend yourself.

The only items you carry are tinderboxes (for lighting candles) and a lamp (which can and will run out of oil), plus whatever tools you find in your adventure. But nothing can be used for defense. If you see a monster, run and hide, because you stand no chance.

That helplessness lends immensely to atmosphere, which is by far the most magnificent aspect of this game. You see, especially in the early game, there are very few monsters. You won’t see any for quite a while. But the threat is always there, and every sound or shadow will send you running for the nearest hiding place, extinguishing your lamp and trying to breathe quietly. Okay, maybe only I did that.

Of course, having Daniel crouch in the dark for too long is a terrible idea, because in addition to the various horrors awaiting Daniel ahead and chasing him from behind, Daniel also is going insane.

Witnessing disturbing events, seeing monsters, or just being in the dark too much all contribute the the sometimes-rapid degeneration of Daniel’s mental health. The more insane he goes, the odder things you begin to perceive: doors slamming on their own, paintings changing to more gruesome ones, and so on.

This presents an interesting meta-resource-management aspect to the game. Do you carry your lamp, burning your rare oil, attracting whatever monsters may be around, but preserving your sanity? Or do you run across the castle from candle to candle, hoping to not trip over something monstrous in the meantime?

To return to the topic of atmosphere, I want to say that Frictional has created one of the most beautiful, engrossing environments in memory. Castle Brennenburg is gorgeous itself, in a Lovecraftian, fantasy-inspired ancient castle kind of way that geeks love. The scarcity of light lends to the beauty of the occasional window, the luminous stream pouring through a reminder that there is a reason to try to escape. The soundtrack is also astonishing. At times, it highlights the broodiness of the castle- dark, slow, and subtle. Sometimes, you stumble across a pleasant scene, and the music changes to a bittersweet, seemingly-reminiscent piano theme.

I would not classify Amnesia: The Dark Descent as a survival horror game in the traditional vein. This is an adventure game, one of the best I’ve ever played, though one with distinctly horror themes. The gameplay revolves around exploration and interacting with the environment. The puzzles are never difficult, but they actually help to pace the game. You should never be “lost” in Castle Brennenburg, because the game takes place in fairly closed environments, meaning that you should never have to go far to solve whatever puzzle is impeding your progress.

Finally, I’ll return to the story. I won’t give much away, but know that the narrative of Amnesia is superbly written, and the way in which the game drops small chunks of Daniel’s past into your lap, without any way to correlate them until the end, is brilliant. All you ever really know is that something is terribly wrong, and you have to fix it.

So, to return to my issue with Roger Ebert. Personally, I define art as any creation purposely made to impart an emotional experience unto another human being. By the end of Amnesia: The Dark Descent, I was gripped by a deep sadness for Daniel, who (very very slight spoiler) learns some awful things about himself. By the time the credits rolled, I had experienced more emotion as this character than I have in most books I’ve read, or movies I’ve watched, or paintings I’ve seen.

Roger Ebert, go play Amnesia. You’ll thank me for it.

Simple Things, Reviewed: Inka Pen

Occasionally, we humans find solutions that seem to satisfy some need that we weren’t fully aware of having. When I got my first cell phone, this crazy new thing called text messaging was becoming popular. People were sending short messages to each other using truncated language from a device that was designed almost specifically to allow people to talk, using their voices, over long distances. Why, I wondered, would anyone want to send a text message?

Of course, I now send upwards of 50 text messages in a day to various people. When (older) people ask me why I don’t just call, I have an entire rant lined up: calling someone is inconvenient, it requires their time and energy at just that moment, text messaging is more discreet, and so on. But I never would have thought of all that ten years ago.

The Inka Pen is one such product that satisfies a dormant need. It is a small pen that clips onto a key chain. In the typical “space” pen fashion, it touts itself as being able to write upside down, underwater, and in space, as if I ever need to write in any of these situations.

The real value of the device is that it lends itself to ubiquity. It is on my key chain. I never leave home without my key chain. Ergo, I never leave home without a pen.

Now, being the geek that I am, I never left home without a pen anyway, right? You know, I say that, and I think that, but then I also remember the frequency of the times when I did not, in fact, have a pen on me.

Enter the Inka Pen.

It’s easier to draw it out of its little “sheath” than to fish a pen out of my bag, especially if I just need to write down something very small, such as a phone number. If you’ll be writing for longer than that, it is recommended that you perform the Transformers-like operation of unscrewing the sheath, removing both twist-off ends, and reconfiguring the miraculous utensil into a full-size pen.

It’s a lot quicker to do than it sounds, trust me.

And how comfortable is the actual writing with the pen? I’m a bit of a pen snob, so perhaps my opinion isn’t quite fair. Writing with the Inka Pen is not unpleasant, by any means. It has a  BIC pen-like quality, which is much lower than my standard Pilot G2 gel pens. But, it isn’t bad, and if I really want to write with something else, I’ll do just that.

The value of the Inka Pen isn’t how fantastic a pen it is, but rather, how convenient an embarrassment-preventer it is. Example: Someone quickly hands you a sign-up sheet and everyone in the room wants you to hurry up and pass it on. You dig around for a pen, which seems to take much longer than it should. You feel people staring.

Unless you know exactly where one pen is. It’s on your key chain.

So maybe most people aren’t as self-conscious as that. But some are, surely.

There are a few other points to note. The Inka Pen has an incorporated stylus, which seems like an odd last-minute addition, but whatever. I’ll never use it. The pen body is made of a polished stainless steel, and it has a lifetime warranty from the manufacturer. For pretty cheap, you can get replacement ink cartridges.

The Inka Pen is available from the manufacturer’s own parent company, Nite Ize or, interesting, from the fantastic Thinkgeek, which is where I got mine for free as a Geek Point premium.

It is now the pen I use most frequently.

(image copyright Inka Corporation 2005-2007)

On My Hatred of Football

Okay, so I don’t hate football in and of itself. It’s like checkers, or volleyball, or Tetris to me. A game. Something to pass the time, something that lets you enjoy the day with your friends and/or family. I get it.

But football, and to a lesser extent, all the other popular sports featured heavily on ESPN, has become so bloated that it gets in the way of things that actually matter. Millions of people sit around and watch this game on television for several hours. They get into fights over the game. They lose bets over the game. They judge people based on which team they support. They judge a person who is indifferent to the game as being (at best) boring and (at worst) unmanly.

And these things are just mildly annoying.

The real issue, to me, is that people are willing to spend money- lots of money- on these sports by buying licensed goods, attending games, and (most importantly) adding to ad revenue by watching the games on television. As the above link points out, the average NFL franchise is worth $960 million. The Dallas Cowboys are worth $1.6 billion. With a B.

Meanwhile, there are graduate students trying to cure cancer on small government grants.

It’s odd that people are more excited by a game in which the object is to carry a ball better than someone else. I would have hoped that the more inspiring things in the world might have been public works, advances in medical science, artistic endeavors, and such. But no. More and more money goes into the pockets of franchise holders.

I’m not trying to be self-righteous. I spend money on trite things, such as video games or fantasy novels or candy, but none of those things are such incredible black holes of spending as football in America.

It’s not just the NFL. Football is supported in many ways by the school system. More than once, in high school, I saw the band or some other group have to “make due” while the football team was rewarded with new equipment or, unbelievably, a new stadium, despite the fact that the old one was absolutely fine. Entire pep rallies are formed to support the football team, while other (perhaps more useful) extracurricular groups go unnoticed. Football players are sometime given scholarships to good schools, while smart students may or may not be able to afford it.

The common response to these complaints that a successful football team encourages alumni donation and participation, provides an income to a school, and fosters school spirit. I won’t debate these things (though I certainly could), but it doesn’t make me feel any better about the state of our cultural conventions of success. Being the best at a sport is what people want to see from their school? Not curing a terminal disease? Not creating powerful works or art? Not forwarding some field of mathematics or science?

No. We discuss, spend money on, encourage competitiveness in, and get excited about football. And it is pointless.

EFF Victory Over DRM

The Electronic Frontier Foundation could be called the defenders of the future.

After extensive negotiations with the U.S. Copyright Office, the EFF secured the rights of American citizens to do things that should have never been considered illegal. The full statement by the Copyright Office can be found here.

The three main things that are now totally legitimate are:

  • We can now legally “jailbreak” phones, letting us install non-approved apps and such, which has previously been suppressed. Mostly by Apple.
  • We can now rip sections of DRM-protected DVDs for mashups on YouTube.
  • We can unlock phones for use on any carrier.

Maybe you can see that these are things that most people have been doing anyway, despite the grey status within the law.

Think it matters? Think of it like this: I bought an iPhone 4. I own it. If I want to install a custom firmware on it that will make better use of the hardware, that’s my business. I own it. I can take it apart, if I want, and reuse the parts.

Most people wouldn’t care much about this, and I suppose that’s alright. From my perspective, this is a step in the right direction. I hope to see DRM removed from digital media so that we (the owners) can use it however we want. That’s a long way off, though, because the people in charge are too stupid to see past their quarterly earnings.

Until then, I’ll continue to hack my devices, and use what I own.

Good Potato’s “Beans are Bullets” Gallery

Found this really interesting gallery of WWI and WWII-era posters promoting backyard gardening and rationing curated by Cory Bernat, found here. It’s super interesting how these themes (low-gluten diets for conservation of wheat, low-meat diets for the troops, etc.) have come into vogue again in the modern era as food as gotten so expensive and people are finally becoming aware of what they put into their bodies.

I love this style of art, the borderline-propaganda saturation of colors and stylized, idealized depictions of people that aren’t you or me but that surely exist. Somewhere.

Here’s the poster that inspired the name:

http://www.good-potato.com/beans_are_bullets/index.html

Read Way Faster

I have always read a lot. In this age, you have to. We’re constantly assaulted by wave after wave of text: blogs, news, textbooks, novels, emails, texts, facebook comments, whatever. Most people could benefit from the ability to read much faster. Say, 500% faster.

Until about two weeks ago, I read in much the same way I learned to do so, the way most people do: phonetically. Because of the prevalence of phonics programs used to teach children to read, most people subvocalize each word they read, meaning that they pronounce them in their throats and “hear” them as they read. This is why most people (about 95%) read at almost the exact rate at which they speak, which is usually around 200-300 words per minute (wpm).

Some people, however, do not subvocalize as they read. Instead, their eyes scan the lines and read at the full speed at which their eyes move, which can mean upwards of 1000 wpm. This technique can be learned, and is sometimes marketed as “speed reading.”

The idea is very simple: the brain is capable of interpreting written information much faster than speaking speed, and due to persistence of vision, anyone can visually scan a line and read the entire thing. I’ve been experimenting with a few tools to teach this to myself for a couple of weeks.

Huge success.

I began at reading just above 300 wpm, and I’m now at around 1000, with still further room for improvement.

The most difficult part is forcing yourself to not subvocalize, but once you’ve managed to conquer your larynx, the rest is just finding a pace that is just above comfort and practicing. Another trick is increasing the number of words you read at once, which is shockingly easy to do.

Of course, I have had help. There is one webapp in particular that aided me in my “training.”

Spreeder is a simple tool that allows you to flash individual words from any text (I recommend using something interesting from Project Gutenberg or the daily featured article on Wikipedia) at whatever speed you like. Set the speed to 500 or 600 wpm and try to read the text as it flashes by. You will likely be surprised at how much you understand, even though it was much faster than normal.

Using Spreeder for a few minutes a day, try to push the limit of what is comfortable to read. To translate that speed to physical books, try tracing your finger beneath each line of text at a constant speed. Rather than reading each word, just follow your finger and scan the text. With time and practice, you will have the same amount of comprehension as laboriously reading every word, but in a fifth the time.

We all spend much of our time reading. This technique, if properly learned, can free up (for people like me) hours a day.

Of course, I will just use that time to read more.