Showing posts with label cgr. Show all posts
Showing posts with label cgr. Show all posts

03 November 2015

A Sad Day For The Classics

It was recently announced that Classic Game Room, produced by Mark Bussler, is scaling back significantly. For starters, their store is closing by year's end, though Mark hinted that T-Shirts may still be available in some way, and overall output of reviews and videos will be less frequent. In the past year, following the successful Kickstarter for a compilation DVD and Blu-Ray of CGR's best reviews, Mark has been bitten by the art bug, the one that led to the creation of Agent 0040oz in his past, and has now brought us both Lord Karnage and Ethel the Cyborg Ninja
Most tragically of all, though, is the closure of CGR Undertow. Undertow was the companion spin-off to the main show, run almost exclusively by Derek Buck and ultimately outliving its counterparts CGR Toys, Garage, Overboard, and Comics. It was meant to be a kind of snack-pack edition of the main channel's reviews, with several shorter reviews posted throughout the week. They often weren't as funny as Mark's videos (Sorry, Derek), but they were every bit as informative and insightful as any other game review site out there, arguably more so since CGR has been fundamentally community-driven from the start. 
I don't want to speculate on any behind-the-scenes drama or controversy, and I've no reason to believe there was any beyond Mark simply wanting to go out on a bang and focus on other projects. As for Derek, he said it himself, every toad must leave the swamp. He's a young guy with his whole life ahead of him, and while I envy his role on the site, I wouldn't want it to define my life, either. Furthermore, amid all the actual drama and controversies surrounding other gaming news sites such as Gamergate, CGR has managed to dodge every single bullet left and right with no effort. It's kind of like Red Dwarf, immensely popular and omnipresent, yet somehow cult and obscure at the same time. They fancied themselves as the cure for the corporate review, and as much as that kind of sentiment may not gel with my politics, they backed that boast with gusto. 

Derek, Mark,
if we ever meet in person, I'll buy you a drink. 

Thanks for the memories and I look forward to the new ones. 

22 January 2012

2600 vs. NES: Honestly A Tough Call


We had both an Atari 2600 and a Nintendo Entertainment System growing up. We got our Genesis in 1992 after we'd moved to Albuquerque, which was when I really stopped seeing games as toys and instead saw their potential for slightly more complex narrative. For about the first time since maybe Super Mario Bros. 3, I realized that what I was seeing on screen was genuinely what I was meant to see, not mere simplified representations like how the knight in chess looks more like the noble steed than the rider himself.
I don't think I'd ever heard of Pitfall 2 and I certainly know I didn't play it as a kid. On the whole, I'd say we really stopped buying 2600 games by the time we got the NES. Truth be told, though, as far as favoritism, I'd honestly say the 2600 got as much play time as the NES. When I'd heard about the 7800 being backward-compatible with 2600 games, my first thought was, "What a rip-off." as even the best 7800 games couldn't hold a candle graphically to even the worst NES game. Then again, I thought, even considering my first impression of the Genesis, graphics were never what impressed me, certainly not what kept me playing. Like I said, once in a while we'd still break out the 2600 for some Air Sea Battle or Keystone Kapers long after we'd reached what we thought was the peak of NES perfection with Mario 3.
Now, especially looking at Pitfall 2 and Secret Quest, I think if we'd never gotten the NES and maybe gotten a 7800 at best, I probably wouldn't have minded one bit. Sure, maybe I'd have jumped and down eagerly every time I saw a Nintendo commercial, but I'd have probably gotten over it. I did with the Super Nintendo.

Special thanks to Classic Game Room for making these awesome reviews. Without them, I'd never have known what I sometimes missed out on. If that sounds bitter and backhanded, it's not.

13 November 2011

Rather Embarrassing, OR: how to expect the unexpected from the unpredictable

 
Whenever I commission artists for projects or characters or simply to show my support for their work, I like to give them as little actual detail as possible, however developed the character of choice may be. There's a few reasons for this, namely that I hate being THAT client who nitpicks over every little detail to the point where the artist actually becomes the least important part of the equation. I've heard many a horror story about artists being essentially pushed not only outside their comfort zones, but also beyond their trademark skills and techniques, essentially reducing them to an impromptu ghost artist. When you commission someone, it should be because you like their style and believe it will work with your original vision, if not build on it. In other words, I want to be surprised at what they come up with just based on a concept. I mean, I could do all my own artwork for my written fiction and whatnot, but I'm a big believer in the notion that, "familiarity breeds contempt."

My brief to Kakumey regarding a recent commission was simply "Cel-shaded portrait of a woman with blue hair and a choker." She asked about other details such as eye color, and after a little thought, I said, "Well, maybe pale green or very dark blue, almost navy, but overall up to you. Surprise me." What I didn't quite tell her, and maybe should have, was that there was a little bit of an agenda in terms of usage.

For my DeviantART page, I was going to make another collection for my favorites, one specifically for women with blue hair, as I'd amassed quite the collection, and wanted to use it as the key thumbnail for the collection. Once at the collection's page, there would be a little description to the side, as is typical with collections and gallery folders, mentioning how one of my favorite reviews from Classic Game Room is YS I & II Chronicles for PSP leading to the following quote from that review:

"... a magical land whose main export is hot chicks with blue hair."

So, when Kaku sent me a tweet informing me that she was finished, I hopped onto Skype and saw the portrait, my reaction I think gave her the wrong impression. I was not offended or disappointed, just surprised (pleasantly, even), and then suddenly very, very embarrassed:

Black. 
Collar. 
Export.

Granted, the collection was tongue-in-cheek from the start and not meant to be at all misogynistic or objectifying, let alone racist... and objectifying. The lesson here is that, when commissioning an artist, there's nothing wrong with being brief and concise, but you may want to let the usage be known if you've got something in mind, just in case.
In the interest of full disclosure, I'm not racist... in fact, I maintain that it's physically impossible for me to be; I'm originally from Madison, WI, where we have a 3% black population. We don't even call them blacks or African-Americans, we call them the Green Bay Packers. I'm probably going to Hell for that joke, but if you've ever been to the midwest, it probably doesn't seem that funny for how largely true it is. 

10 October 2011

A Dungeon Crawler On 2600 That's Not Dragonstomper?

I can't believe this thing exists. It's an Atari 2600 game released in 1989, 5 years after the release of the Atari 7800* and the NES. It's not a homebrew game; it was made by a toy company called Axlon, which was actually owned by Nolan Bushnell, long after he'd left Atari in the hands of Warner Communications.

What's more surprising is how deep the game is. The last game to approach this level of complexity was Dragonsmasher from Starpath, and that required a special adapter to let the 2600 use cassette tapes instead of its typical cartridges. I wanted to bring this video here because it kind of gently ties into what I was talking about with derivative works. At first glance, this game made me think of the Swordquest games or Adventure or even Haunted House, which had rudimentary exploration elements. Mark Bussler of Classic Game Room made the comparison to Zelda, though I think the game has more in common with Namco's Tower of Druaga or Falcom's Ys series, especially the way the character runs into enemies with sword extended. All these comparisons may sound like I'm putting the game down, but I'm not. In fact, though I called it a dungeon crawler, Secret Quest is firmly in the science fiction genre, with space stations standing in for castles. The object of the game is to explore the station and collect symbols to enter into a command console in the center of each station. Then, a timer appears, giving the player only a scant few seconds to backtrack though the station and get to a teleporter and escape the detonation of the station. If you thought I was going to say, "Just like Metroid." I wouldn't blame you, but you'd be wrong; it's actually more like Major Havoc, an arcade game from Atari released in 1983.

*) Interestingly enough, the 7800 was backward compatible with 2600 games, which I think stands as a real testament to Nolan Bushnell's business genius. The 2600 was easy to develop for, and it still had a solid install base between people who still held onto their 2600s and people who had 7800s as well. Seriously, don't mess with this guy.