Friday, March 25, 2011

Blog 8: The Chariot



Name: PDPop MSL 2010 Finals (Munhwa Bank Starleague)
Sport: eSports (Starcraft: Brood War)
Location: South Korea
Matchup: Hydra (Hite Entus) vs great (Samsung KHAN) (ID's, Teams)
Link:PDPop MSL Finals: Hydra vs great set 1, part 1 (not necessary to watch the game, opening minute showcases the hype and excitment surrounding the game)

Starcraft: Brood War Part I: Innovate and Imagine,an analysis on the cultural impact of Brood War on the world. (Modern Examples)

Professional starcraft in South Korea has become the most successful example of eSports in the world. Ever since the games release in 1998, Starcraft: Brood War has created a phenomenom and cultural craze over a video game. Whenever you think of Starcraft, you think of Korea, they are one and the same.

With the release of Starcraft II and legal disputes between Blizzard entertainment and KeSPA (Korean eSports Association) many predicted the downfall of this 13 year old video game. On the contrary, Brood War has taken a hit, but continues to thrive.

Players sign for professional teams and compete in leagues broadcasted on two tv channels. One of the latest tournaments to happen was the MSL (an individual 1v1 tournament)

 Hydra (left) and great (right)

There was much hype surrounding the finals, the two are not the best, or the most famous players. But great declared that he would show a brand new strategy to make the game entertaining again. As a result, many people eagerly awaited this new style of gameplay.

One of the reasons why Starcraft has lasted so long is this constant innovation, new strategies are discovered and the way the game plays changes entirely. Its this innovation that keeps the game fresh and exciting.

The effects of the Korean professional seen sweep across the international community as well. Foreign fans try to copy and adapt to Korean strategies. Some terms have even become common meme's on forums (ex: Zerg Rush)

great showed us amazing gameplay in set 1, showing new hope for innovation in the game. Although he lost 4 games in a row right after, losing the championship, he still showed us an exciting game. As for Hydra, solid fundamentals and standard play allowed him to crush great. The foreign reception to the overall finals was negative, but everyone agreed that the innovation in the first set was amazing to watch.

A very happy Hydra-lisk

Blog 7: The Lovers



Name: Minecraft
Company: Mojang Studios
Type: Sandbox Video Game
Date: BETA as of December 20th 2010

Minecraft is the internet sandbox sensation that has taken the digital world by storm.

Created by Swedish game developer Markus Perrson (Notch), Minecraft has quickly become one of the most popular games in the world. As of January 2011, the game has sold over a million copies. Still in Beta, Minecraft has become a sleeper hit and taken the game industry by storm.

Minecraft is an open world sandbox game where the player collects blocks and crafts items in order to create their own world.



Interpretation

A few months ago, I had heard of minecraft, but thought it was just another silly gimmick. Then a friend of mine showed it to me in person and let me play. My perspective of it changed entirely. It may sound and appear silly, but in reality once you start playing it, its alot of fun.

Its clear from the amount of sales and internet coverage the true level of popularity minecraft has had. Easily moddable, custom additions further enhance peoples experience of the game, and the game is still very much unfinished.

I believe that something like minecraft is excellent for the gaming industry, proving that an indie developer can be wildly successful, and that gamers can be attracted by gameplay and expressing their creativity, rather than graphics or violence. Im not an anti-mainstream or anti-violence gamer (quite the contrary) I enjoy many genres, but its suprising to know something so fun, and family friendly can be such a hit. Its games like these which will change the negativity surroudning video games to the public.

Blog 6: The Hierophant



Name:K-ON!!
Studio:Kyoto Animation
Release:
Type: 4-Koma (Original), Slice of Life, Comedy (Anime)
Adaption: K-ON! (Kakifly)

Background:

Love it, or hate it, the anime phenomenon known as K-ON!! has taken the anime world by storm. With unprecendented popularity, Kyoto Animation may have found the one thing that could beat their previous giants Haruhi and Lucky Star.

Interpretation:

The impact of K-ON!! on the anime community is astounding

List
           -Music shops nationwide are marketing K-ON!! to atract more customers
           -Character goods making appearances in the show (cellphones,
             bags, instruments, clothes)
           -High popularity on Japan's Oricon Charts
           -Aired on 28 TV stations nationwide
           -Mascots for political elections, reenactments, concerts
           -Legions of devoted fans
         
Personally, my enjoyment of K-ON!! dissapeared midway through the second season, this cultural phenomenom, added with the fact that the direction of the show had changed didn't appeal to me as much as season 1 did. In the latest "era" of anime, K-ON! has sparked something known as the "moe boom" essentially portraying cute characters to appeal to the audience rather than a set story. Kyoto Animation's techniques make the girls appear more "bubbly" and bright than their other works.

Kyoto Animation have shown that they excel in "Slice of Life" (everyday life) shows, which is what made K-ON! so appealing to me in the first place. With the uproar over the second season, it made me think whether or not I was watching it for the "Slice of Life" element, or was caught up in the "moe boom"

Its fascinating to think that a single show can change the outlook and future of an entire "dying" industry. There's no denying that this has sparked sales and provided a "solution" for the struggling animation industry. But the results of such a movement have "taken serious shows" away from other fans. Is "moe" the only way to make money in the industry nowadays? Previously, the major animation companies may not have paid much attention to K-ON! but they may be aiming for similar results in this new "market" (ex. Hanamaru Youchien, an anime about kindergarteners from the creators of Evangelion) The fear is that they are focused on appealing to the masses rather than their own fans and ideals. A problem which I think persists for the Japanese gaming industry as well (Square Enix & Westernization)

Now, I enjoy all kinds of anime, "moe" included. But the cultural uproar over K-ON!! was a bit too much for me to wrap my head around. Because of that, I soon lost interest.

Although, truth be told, I may just be frustrated at having to wait for Fullmetal Panic! 3.

Sunday, March 20, 2011

Blog 5: The Emperor


Name: BlazBlue: Continuum Shift
Developer: ArcSystem Works
Release: July 1st 2010 (JP, Console: Xbox 360/Ps3)
Type: 2D Fighting Game

Background: BlazBlue is a Japanese 2D fighting game series developed by ASW. With an "anime" like look and fast, flashy action, BB has become one of the most popular new fighters on the market today.

Interpretation:

The reason why I got interested in JRPG's and games rom Japan was simply because I liked anime. So anything with an "anime aesthetic" or style appealed to me. BlazBlue entered the market and gained popularity for its originality. With completely handdrawn sprites, this 2D fighting game looks beautiful, the combination of these sprites with sharp, 3D backgrounds make it a different visual experience for fighting game enthusiasts.


The term "style over substance" doesen't apply for BlazBlue, with a relatively small roster it still provides a refreshing combat sytem (Drive) with a concrete storyline. Flashy? yes, but there is depth behind that flash.

Its this "anime" art direction and style combined with the flashy visuals that made me very interested in the first game: Calamity Trigger. I decided to wait for the sequel, and I was not dissapointed. For casuals, it still provides a very entertaining experience despite the high learning curve.

While it may never reach the popularity of Street Fighter or MvC, the BlazBlue series has established itself in the gaming market as a solid, original fighting game series.

Sunday, March 6, 2011

Blog 4: The Empress


Name: The Elder Scrolls V: Skyrim
Developer: Bethesda Softworks
Release: 11.11.11
Type: RPG, for Xbox 360/Ps3/PC


Trailer: click to watch trailer

Background: TES V:Skyrim is the 5th installment in the popular RPG series The Elder Scrolls. TES IV: Oblivion is the entry that gave the series widespread recognition, while Morrowind recieved much critical acclaim.

What sets TES apart from other RPG's is the sheer scale of the game. I was personally introduced to the series through TES III: Morrowind (2002 Xbox), and I was blown away, for such a dated game the world is massive, there are dozens of towns and cities, vast landscapes, and hundreds of dungeons and landmarks to see. The downfall to Morrowind was that the game was TOO large, yet it lacked interactive content (the world changing), but it still was a revolutionary step for RPG's.


Interpretation: Modern RPG's are plagued by a constant debate of what IS an RPG, with the focus being more and more on graphics and action, rather than RPG elements, the genre remains muddled. (Western vs Japanese, Role playing vs Action/Adventure) Adding "fanboy elitism" to the debate only makes things worse. As a neutral who just enjoys the games, Ive seen the best, and the worst of RPG gamers. Being part of the minority is never easy. Although I enjoy all classification of "RPG" (Condemnation for playing JRPG's on an Xbox 360, like its sacrilege)

TES series, remains loyal to its traditional roots of true Role-Playing and vast open worlds. Skyrim is being described as a more "realistic" (mythology wise) yet still fantastical RPG. The TES series had taken a bit of a step backward in a sense with Oblivion, adding detail but taking away the magic of Morrowind. Skyrim looks to combine the two elements into this last installment. Bethesda are doing what few others are attemping, to create a true Role Playing experience combined with the graphics and gameplay that gamers are obsessed about. Skyrim will show that a truly open world game is the real Role Playing experience.

The community reaction remains mixed, fans of the series are ecstatic, while fans of other franchises look negatively on it. Hopefully Skyrim will show game developers, and gamers what role playing truly is.

You should have acted.
They're already here.
The Elder Scrolls told of their return.
Their defeat was merely delay
Til the time after Oblivion opened,
When the sons of Skyrim would spill their own blood.
But no-one wanted to believe.
Believe they even existed.
And when the truth finally dawns:
It dawns in fire.
But,
There's one they fear.
In their tongue, he's Dovahkiin:
Dragon Born!

11.11.11. 

Blog 3: The Priestess


Artist: Shigenori Soejima
Notable Works: Art Director/Character Designer for: Shin Megami Tensei: Persona 2/3/4, Trauma Center series, Catherine

2004-2010 Artbook

The Megami Tensei style

Shin Megami Tensei is a RPG series created by ATLUS (now a subsidary of Index Holdings co.) It is the 3rd most beloved RPG series in Japan, next to Final Fantasy and Dragon Quest.

The theme of the series is the world is on the brink of an apocolypse, through an invasion by "demons" The Protagonist and his/her friends must band together and "capture" demons and use them against each other to save the world.

The Persona series (Soejima's main series) puts a whole different twist on the Megami Tensei series through modernization. Especially Persona 3 and 4, which incorporate high school students as the protagonists.

Original Work - Artbook

Interpretation

As a fan of the SMT series, Soejima's works are iconic for fans of the "ps2 era" of SMT games. The most interesting aspect of his work is how he can capture the tradition of the SMT series, and make it distinctly his own style. The gothic, dark atmosphere of the SMT series combined with the mythology of the demons (Japanese, Chinese, Greek/Roman, European, Norse etc) creates the setting for these "apocolyptic" games, and Soejima excels at this mix.


Original Work - Artbook


Characters

Soejima's characters are the most interesting part about these "modern" SMT games. Soejima's character designs appear youthful, stylized, slim and attractive and show this energy/depth (particularly due to the eyes)

Impact on Society

What appeals to me most about Soejima's artworks and the SMT series is the atmosphere. With Persona 3/4 the gamer feels like they can experience the ideal Japanese highschool life. You play as an appealing, likeable silent protagonist surrounded by a cast of interesting friends. By day your living out your ideal life, going shopping with your friends, attending school and exploring the city. By night your fighting off "Demons" in a dark world and preventing the apocolypse. Its this portrayal of an ideal, interesting teenagers life that some people wish they had, which is why the more modern Persona 3 and 4 have been the most successful games in the SMT series. Soejima's stylish, youthfull and attractive character designs help portray this "life of a hero" in all his works, that we often wish was a reality.