11/22/2008

The 5tory of the 5ecret 5tar 5ystem



Just so we're clear: Daft Punk is awesome. Furthermore, Interstella 5555 is particularly awesome. First of all, (explaining my jump to this from “Moonwalker”) music videos that tell stories are awesome, and more involved stories are more awesome than less involved stories.

Interstella 5555 is an album long music video created for Daft Punk's “Discovery”. It tells the story of a band from another planet, who are kidnapped by an evil sorcerer turned record producer, who markets the band to human audiences via mind control devices planted in the band members, eventually using their energy (and gold record award-ish things) for some sort of amorphous nefarious purpose. Eventually, a member of their original race receives the distress signal, crash lands on earth, and saves the band. Their true identities revealed to humanity, they're hugely popular anyway, and end up salvaging the hero's ship (who was unfortunately slain during the rescue) to return to their home planet, establishing positive interstellar relations on the basis of kick-ass house grooves.

This plot is ridiculous, I know this, but everyone I know (myself included) loves this movie. It's not good or interesting enough by itself to be worth watching if you dislike Daft Punk's music, but as I hinted at before, music and story have a magic synergy that shortcuts the logical processing part of our brains. As I said, this plot is completely ridiculous. I have a lot of difficulty imagining a movie, game, or book that featured a plot like this that I wouldn't immediately laugh at, and yet, because I'm rockin' out in the meantime to Daft Punk, I swallow this stuff hook line and sinker, and so, I bet, would you.

11/19/2008

BA-AUU! (Part 2)

I find it interesting that I'm so prone to going off on tangents about the nature of branding, despite its (at best) tangential relationship to storytelling. Perhaps that's something that can be changed...

Yesterday, Carol mentioned that maybe Michael Jackson's magic powers (or the suggestion of) was one of the things that made young boys part of his audience. I certainly wished I had magic powers when I was a little kid. All that being said though, I don't feel like I can speculate too much on exactly what Michael Jackson's core fantasy is (or at least the core fantasy of “Moonwalker”) without seeing “Moonwalker”, which I haven't done since I was about 6. Still though, we can look at a couple of aspects of it.

First of all, his current condition aside, Michael Jackson is a good singer and an amazing dancer. Without some amount of talent to begin with (all comments about the cult of celebrity aside), it's difficult, if not impossible to become a huge success as an entertainer, and while it's not exactly a one to one correlation, more talent helps.

Second, I think you need to pick an audience that you can actually reach, and nail it. Michael Jackson was less overtly sexual than Prince, so generally given the thumbs up by mothers with teenage daughters, but still “dreamy” enough to be a teen idol. Likewise, whoever concocted the “Moonwalker” magic powers thing delivered on the younger male audience.

Third, I wouldn't say you need to do something nobody's done before, most pop stars, huge sensations or not, don't, but I certainly think it helped Michael Jackson. Is the fact that the movie was named “Moonwalker” not clear enough?

Still though, all of these things make you a pop sensation, not necessarily a larger than life brand. Not only did Michael Jackson start making that jump when he was sold as having quasi-mystical powers, but someone hinted at something very insightful in a comment about Core Fantasies to me a long time ago. Commercials are the most effective when they contain a mini-narrative. My hunch tells me that the reason why people connect with mini-narratives in commercials is the same reason why people connect with anything even vaguely narrative in form.

Next, Music and Narrative: What Makes Interstella 5555 Great.

11/18/2008

BA-AUU!



Just... wow.

I could talk about the specifics of this game, or the story or... lots of things, but more than that, I'm curious about the jump from musician to game. There are a few others worth mentioning (Aerosmith and “Revolution X”, the hilariously terrible Journey arcade game), but none stand out in my mind as much as the Moonwalker games (there was an arcade version, in addition to the Genesis one).

The question that jumps out at me here is: “Why did Michael Jackson inspire a game, and plenty of other equally talented musicians and performers didn't?” Plenty of musicians have inspired movies, self-indulgent ones at that, and I have the vague childhood impression of “Moonwalker” being somehow more legitimate than anything that's come out since, but in all likelyhood, that's because I was 3 when it did. I'm aware of how ridiculous it is, I assure you.

Even given that, though, Moonwalker is just a game about Michael Jackson. Someone was able to make a Michael Jackson game (which was a decent enough game, not great), but nobody would be able to make a Prince game, or a Bruce Springsteen game, or a John Mayer game. They're all exceptional performers and exceptional musicians (as Michael Jackson was), but they're missing some quality that Michael Jackson had.

For your approval, ladies and gentlemen, I submit to you the Michael Jackson Moonwalker Intro. You know, the one where you see his shoes walking in the spotlight, and they start dropping little sparkles. He does a little twirl, and goes up on his toes? Remember that?

No? Well, how about now? Yeah, that's what I thought.

Quite simply, I think he was able to make this jump because someone on his PR team came up with the brilliant idea to sell him as if he had magic powers. By tapping into the supernatural, he becomes a larger than life figure, and (brace yourself) begins to stand for something larger than just himself. That's what separates a product from a brand. To repeat a tired example: Canada Dry is a soda. Mountain Dew is a lifestyle. Bono is a performer. Michael Jackson is... something else.

The question, of course, is “What?” More on that tomorrow.

11/17/2008

World of Explosioncraft

Unfortunately, I'd like to attribute my recent absence to some sort of staggering financial success and critical acclaim, but no, I might just be a lazy jerk.

On the bright side, I can now be found occasionally writing for the good folks at www.wowhead.com

My introductory post can be found here.

11/13/2008

At Least My Mom Thinks I'm Funny...


Okay, okay, I've got a joke for you. You wanna hear a good joke? Okay, here it is:

Electro-Cop

Seriously, I've been trying to keep this to games that were important in my childhood because they were really good. Even Breath of Fire II, despite it's huge problems, was a big influence on my childhood.

Sadly, so was Electro-Cop, uh, well... kind of. I didn't realize it until recently, but this game was terrible. I could explain what it had going for it, or what it did wrong, but really, everything about this game reduces down to one simple aspect of the game.

As you travel around the building that the game takes place in, you run into a number of locked doors. Doors are locked with a four number password, so there's no chance of you guessing them. If you want to unlock a door, you can run an icebreaker program, which will (fairly quickly) run through every possible combination of numbers, eventually stumbling onto the password and unlocking the door.

I know what you're thinking, if you could do this for every door, what's the point of searching out the passwords in the first place? Get this: There are no passwords. You cannot ever get the password for any door in that game ever. Why do they give you the option to input the password manually? You will never use it. Once you've opened a door, it stays open, and the passwords are generated randomly each game, so you can't use them more than once. The end result is: you have to use the ice breaker program on every door in the entire game.

Since running through all ten thousand possible combinations takes a while, the game gives you small mini-games to play while you're waiting. You can solve a 3x3 slide puzzle, or play a bastardized version of asteroids of break out. Cracking the password takes two to three minutes each, and virtually every door in the entire game is locked. I am not exaggerating in the slightest when I say that in any given game of electro-cop, you spend 75% of your time playing smaller, shittier games!

I know I say this a lot, but who could have possibly given that the thumbs up?! It boggles the mind that someone was able to assemble an entire production team of people who do nothing but play video games developed in the early 70s.

Well guess what, it gets better. If you're lucky enough to solve the slide puzzle, beat all three levels of break out (there are only three levels, yes), or destroy all the asteroids, the game says, “You won. Big deal.” and then starts you over. The game makes fun of you for playing it! Electro-Cop's audacity is... boggling.

It's like the Emperor's New Clothes got condensed into a cartridge for the Atari Lynx, and they're trying to see how much time you have to sink into the game before you realize the game sucks and the makers want to hurt you personally. It's like Andy Kaufman hauled himself out of his grave to make a game, just so you couldn't quite decide for sure if he was making a game, or just attempting to damage people emotionally in an obnoxious piece of performance art. As for me, I choose the latter.

11/12/2008

A Wizard has Turned You Into a Whale

After the opening, which we've heard so much about, Breath of Fire 2 drops you in a town, with you and your friend Bow trying to find work. You end up doing a number of odd jobs as mercenaries, before eventually traveling out to a town where a gladiatorial competition is being held, where you unearth an attempt to fix the fights. Right about here, the game just kind of... breaks down. One of the good organizational parties behind the fights gives some speech, aided by your characters, realizing that some sort of black tide is growing, because you fought a bunch of demons in various places, which he may or may not relate to some ancient prophecy.

Personally, I think this sucks as much as it sounds like it sucks. It gives me the impression that somebody came up with the general overlay of demons coming back, dragons being fated to battle them, your main character being a dragon, and so forth, and then came up with the opening, but kind of fell asleep at the wheel for connecting the dots.

Okay, reader poll: That was the best metaphor ever: (Y/Y)

Seriously though, I remember finally putting the game down for good when I was in a cave below a town, trying to kill a fish that was causing earthquakes, when I stopped and thought “Why the hell am I doing this?” I mean, I was doing it cause Ryu is a generally nice guy who doesn't turn down people who need saving from earthquake fish, but for the life of me, I couldn't see why it mattered for the main plot. I guess earthquake fish messing up towns is also part of that amorphous black tide, but I felt like I had sunk nigh onto ten hours into that game, and still had no idea what I should be doing or where I should be going in the long run. I've pushed through moments like that before in games, but every time a player thinks that, I'd say it represents a significant failure on the part of the writers.

I'll be picking up on that one early December. Back to our regularly scheduled program.

11/11/2008

Dreams and Reality

So, I never actually beat Breath of Fire 2, but nevertheless, the opening remains high on my list of best game openings.

(The scrolling text part of the opening can be found here)

I'm not sure there's much I can say about the “piques your curiosity” angle. Anybody who's ever played Breath of Fire knows that your main character has to be a dragon, so the “you have dreams about your dead mother when you sleep near the dragon” is very unlikely to go anywhere other than “This dragon is your mother, or at least a blood relative”. However, it's worth noting that when your character does actually take a nap, you get a brief flash of a reptilian eye, and then you wake up in the village where no one recognizes you. It shows a decent amount of subtlety (something usually missing from games) to not show the dream, or even answer the question of whether or not you dreamed about your mother. Likewise, I don't know if some explanation is provided later on in the game (I haven't beaten it, remember?), but for the moment, nothing is offered in terms of explanation for why no one recognizes you, and because your character doesn't speak, you don't make any big protestation of “Woah, where am I? Why doesn't anyone recognize me?” You might find out later what's going on, but for the moment it's not important, because you've absorbed the information of everything that's happened so far.

Regarding the text of the written opening: the writing is fine, nothing to elevate it particularly high or sink it particularly low, but I'm particularly struck by two things. First, the demon that kills you doesn't appear to have any malice, suggesting that it's more out to force you to embrace your destiny than just tear you a new one, which was a nice touch, back in the 90's when it wasn't so common. Second, the fact that the text ends with how reality fades away and the dream takes shape, only to dump you at the title screen, and then the main game. Much like Godot and His Mask, you have no idea what the reality of the situation is, but it's not important. It's very possible (I'd even say I hope that it's the case) that the entire game is, in fact, a dream about your mother that you had from closing your eyes near the sleeping dragon.

And yet, I never beat the game. Tomorrow: Why?