Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

19 July 2026

Waiting for the Gift of Sound and Vision

One of my favorite means of indulging my nostalgic needs of late is to peruse old gaming magazines that I had read in high school and some of college, late 90’s to early 2000’s. This is easy enough thanks to sites like Retromags and the Internet Archive. The scan quality isn’t always great and there’s a few gaps here and there, but the fortunate part about what I was looking for most recently is that advertisements tend to repeat month to month. If you’re very lucky, what gets advertised eventually gets featured in the magazine proper.

I don’t consider myself an audiophile. I don’t know enough about speakers to know my studio monitors from my bookshelves from my ribbons from my… whatever the speakers I was looking for are, but I know enough to know what sounds good to me. One thing I’ve learned over the years is that with the possible exception of the iPhone, the internal speaker on any electronic device is bound to be terrible. If you’re lucky, it’s terrible in a way that makes it good. The speakers in my PSP would crackle a little when sound peaked, such as during an explosion or a crash of some vehicle, but I found something oddly satisfying and reassuring about it. I know charm is an overused term, but I can’t think of a more apt term for this particular flavor of the warm and fuzzies.

Sidenote: we had our N64 hooked up to a TV whose internal speakers weren’t shielded from the cathode ray tube. Before I understood anything I just said, I was convinced the screen flickering during loud parts or bass-heavy sounds was the awesome power of the artificial intelligence written into the game’s code. The system (and specifically Shadows of the Empire) was just too damn powerful for our meager little television set.

Maybe I don’t read enough magazines, but it always felt like the ads in videogame magazines were especially creative. They were bold, edgy, funny, clever, and memorable enough that I found myself looking back through those old issues for a set of Sony speakers I saw advertised in an issue of Electronic Gaming Monthly. The ad was two pages, but it wasn’t a spread like you’d expect. The first page was a tall, narrow, black speaker with a few buttons and a green slit of an LCD. Its cord ran out from its back and to the right of the page. A few pages later, the second page showed the speaker’s mate, its own cord running in the opposite direction. The first page asks if you need a reason to get surround sound, advising you to keep flipping the pages. The second page observes that you’ve seen no shortage of reasons. A few more buzzwords about the quality of the speakers and an image of how the speakers are intended to be set up, with one on either side of a modestly-sized television. 


I think I was fascinated by these speakers, blandly branded the SA-VA7’s, because they didn’t fit any conventional models of audio setups I was superficially familiar with. It mentioned surround sound, but in my experience, surround sound required more than two speakers and they all had to be hooked up to a massive receiver under your VCR and/or DVD player. These looked more like the speakers you get for a PC, but they were so much bigger and imposing looking. Too insubstantial for the former and too over-engineered for the latter, I think the reason I didn’t inquire further into them was that I doubtless couldn’t afford them, be they a cheap surround system or an expensive PC speaker. Moreover, I already had a really nice stereo system that I’d gotten unexpectedly for Christmas, so they’d be redundant as well.

Sidenote: It’s worth pointing out here that I can be an exceptionally frugal person. My brother likes to tell this story about the time he asked me, “If you could have any car in the world, any at all, what would it be?” My response was a Geo Storm. He thought for a moment and explained that cost wasn’t an issue, that it could be any vehicle regardless of price. I stuck to my guns. In those decades since, my taste in cars has become more high roller than coupon-clipping, and I’ve also learned to distinguish between purchases and investments.

A few years later, something unexpected happened. The family computer, a Bondi-blue G3 iMac with a DVD drive, became my computer. This meant it wound up in my room on my desk, against the opposite wall of my TV, Playstation, and stereo. Obviously, hooking up my TV and Playstation to the stereo was easy and straightforward. If I wanted to hook my iMac to the stereo, I would have had to run a cord from my desk and across my floor to the entertainment center. Even if I wanted to deal with the tripping hazard, there’s the problem of the speakers being behind me while I’m at the iMac at my desk. In fact, they were behind me and to my left, so it was far from an ideal arrangement.

Along comes another issue of Electronic Gaming Monthly and with it the solution to my problem. If SA-VA7 was a bland name, these had the exact opposite problem. These had at least two names and from a brand that seemed to be in the process of restructuring, so there were two additional names. The full title of these little dynamos was the ScreenBeat Sound Station by SpectraVideo/Logic3. The apparatus consisted of two small speakers wired up to a subwoofer that was meant to sit on the floor (or on your desk if you wanted to the Jurassic Park thing with any cups of liquid you had). This made it what’s known as a “2.1” sound system, with the decimal referring to the subwoofer as that’s generally less something you hear and more something you feel. They retailed for about 70USD (I never found out what the SA-VA7’s cost) and their absolute best feature that stood out to me: they matched my iMac


It wasn’t a perfect color match, but close enough that, when I moved into my college dorm, my roommate’s dad asked if I was a computer science major. When I said I wasn’t, he asked about the tower I was setting up under my monitor. I explained that the monitor was the whole computer and the “tower” was just a speaker. That shows you how revolutionary the design of the iMac was; beige boxes were still the industry standard. The elaborate, Windows-based gaming rigs you see today were around, but they were almost rarer to see in the wild than an iMac. Simply put, it seemed like these speakers were made just for me.

A lot of time passed, I graduated college, the iMac was getting a bit long in the tooth in term of technology (and it was already admittedly a little bit underpowered for anything outside of video editing in Quicktime Pro, writing papers, making Powerpoint presentations, and simple 3D modeling in Poser), and Windows XP had fixed pretty much every complaint I ever had about previous offering from the House of Gates. So, the iMac went away and my proper PC tower became my monolith to all things media and productivity. The ScreenBeats had gone away somewhere in this timeframe, either before I graduated or just after, and I mostly stuck to using headphones if I was going to be immersed in whatever I needed the PC for.

A lot more time passed and the most elaborate sound system I had was a speaker bar for my TV and game consoles. If I was using a computer or a phone or a tablet, headphones were my default. They were also the default for when I listened to music as I was in an apartment and I didn’t want to be THAT neighbor blasting music through my speaker bar. Of course, I watched plenty of movies and played plenty of games through that speaker bar, but that just seemed different to me somehow, like it would be more forgivable or bearable than going through the entire Daft Punk discography. Also, my roommate has little to no concept of an indoor voice when she’s gaming on her PC and headphones were the best defense.

Toward the end of my time in that apartment, I was watching a YouTube video from a games reviewer named Caddicarus. This particular video was sponsored by a company called KOVE and the product on display was a cylindrical Bluetooth speaker that fit nicely into the cupholders of a car, likely hence its name of the Commuter. When I checked out the website, I saw KOVE had a new speaker on offer called the Commuter 2 (which they changed recently to a "K"), the sequel to the speaker I’d just seen. If you’re in the market for a Bluetooth speaker, KOVE is a little hard to recommend. I think they’re a drop-shipping operation. That is, KOVE is the branding middleman for a generic speaker you can probably find cheaper elsewhere under a different name. It’s also one of those sites that is running flash sales all the time, so it’s virtually impossible to pay the full advertised price for the speaker. I know there’s a name for this advertising tactic, but I can’t be bothered to look it up. Needless to say, the speaker was cheap despite being advertised on a massive sale, but like those iMac matchers from years ago, they had a little special something to them that intrigued me. I took the chance and got my 200USD speaker for a mere 64 (which is technically less than what I paid for the Sound Station if you consider inflation). 


The intriguing feature was the ability of the speaker to split into a stereo pair. It twisted in the middle with a bayonet-style locking system and this middle seam was actually angled in such a way that the two halves would rest with their drivers aimed slightly upward. 


Did I think this was an absolutely inspired piece of design? Very much so. Did I ever actually use it when I was writing on my iPad with my little keyboard and case that folded into a stand for the iPad? Maybe once. I mean, I wasn’t about to set this up in a coffee shop. An especially clicky mechanical keyboard? Yes, I’m THAT guy. Speakers? No, that’s just plain obnoxious. 


I ended up giving the speaker to my roommate. It wasn’t a hard decision because, despite the intriguingly cool design, the KOVE Commuter 2 had a crippling flaw: latency. If you were simply listening to music or an audiobook or a podcast, there was no issue. If, however, you were watching a video, you’d notice a bit of a gap between the lips flapping on the screen and the sounds hitting your ear. If you were using a music-making app like GarageBand or a digital instrument of some kind, forget it. It was at least a full beat behind, making it practically unusable. I have no idea why it has this problem; I don’t have this issue with Bluetooth headphones. My best guess is it’s something to do with the way the two speakers are tethered together, since you’re still only connecting one speaker to your source. It must simply be too much number crunching to receive the signal from the device and then beam the other channel to its mating half. Maybe this is why I’ve never seen another Bluetooth speaker like this one, why I don’t see this stereo splitting by other companies like SONOS or JBL.

As for replacing my KOVE, I came across a slender little number from Sony, the SRS-XB23. It didn’t split in two, but could still play a stereo signal through its two drivers, requiring you to place the speaker on its side for best results. I paid roughly less than the Commuter 2, it fills the room quite nicely, and there’s no latency when I’m watching something on my phone or making music.

A few weeks ago, I was thinking about those old SA-VA7’s from the magazine ad and did a little investigating. I found exactly one YouTube video of someone showing them off, along with some scattered pages in various audiophile databases. Overall, they don’t seem to have sold very well, which may be attributed to Sony marketing them to gamers to use with their Playstations. If gamers are going to hook up their consoles to a sound system, they’re probably just going to do what I did and use the one I had for music anyway. That was when an idea hit me. The SRS-XB23 may not have had the ability to split into two speakers, but there is a feature that plays right into the devious marketing of those bigger audio equipment companies like JBL or Bose: Stereo pairing.

It’s simple enough in principle. If you have two of the same model of Bluetooth speaker, you can pair them together so that one is the right channel and the other is the left channel. This is the “that’s where they get you” of the scheme. Why sell one speaker that does the work of two when you can have two speakers at twice the price? The SRS-XB23 had been out for a few years and was still available as New Old Stock on Amazon. In fact, I got it from the same third-party seller for about the same price.

Although simple enough in principle, actually setting up the stereo pair is a little bit tedious. For starters, I’ve already got one SRS-XB23 saved in my phone’s Bluetooth settings, so now there’s another identical speaker to add to the mix and I can’t just nickname them like some other devices. Secondly, you’ve got to pair the speakers with each other first, which means you have to turn off Bluetooth on the device you’re ultimately going to tether them to. Tedious may be a strong word, but it’s not very intuitive and certainly not discoverable without consulting an online guide. Once you’ve got the stereo pair sorted, each speaker conveniently announces whether it’s the left or right channel. Finally, you turn the Bluetooth back on your device and hope you pick the correct of the two identical speakers and you’re off to the races in stereo and with no noticeable latency.

Am I going to use this setup? No. I don’t do a lot of writing on my iPad anymore since I’ve got a recently upgraded desktop setup that I plan to get as much use out of as humanly possible. As for using them with my desktop (music coming from my iPhone and to the speakers) my monitor is too wide and my desk is too narrow to place them at each side as intended. Did I waste my money? I don’t think so. I’ll still use the stereo pairing on occasion. They sound great in tandem, plus I’ve got one as a backup given the first is almost 5 years old at this point and with semi-regular use. Most importantly, after 30-some years, I finally have (the option for) two tall, narrow Sony speakers on either side of a display.

04 July 2025

A July 4th Post About Videogames Because I Can

Nostalgia is not only a drug; it is the ultimate abusive relationship. You start out loving something before growing tired of it. Eventually, you stop caring about it potentially to the point that you hate it. Next thing you know, it’s been years since even thinking about it and suddenly you want it back to the point of putting tears in your eyes.

Believe it or not, there was a point in time when we collectively hated translucent casings on our electronics. We thought it looked downright ugly. It’s only been in recent years with the rise of identical-looking smartphones and samey notebook computers that we look back on those see-through housings with fondness. From the perspective of those old laptops and music players, we’re standing outside with a Bluetooth speaker over our heads blasting love songs via Spotify, only probably way more pathetic and certainly not going to end the way that movie did.

I was thinking about all this today having just beaten Monument Valley on my iPad, including all its add-on chapters. I know I’m about eleventy-billion years late to the party on these games, but they’re new enough to me to be interesting and old enough to everyone else to be retro. I got it through Netflix, who is delisting the game a few days from now. I’m probably not going to get to the sequels in that time, but maybe I’ll just buy the damn things from the app store after all.

Speaking of abusive relationships, puzzle games and I have a similar standing as RPG’s in that I love them dearly, but I don’t have time for them. I have a rather addictive personality, and as such generally don’t play games on my phone because of the distraction and time sink. If I want to play a game, I’ve got to work for it, fire up the Playstation or the Switch and sit my ass down on the couch. There are still games on my phone, mostly as a contingency plan if I’m stuck somewhere for a while and need my dopamine fix. The exception to that is Pokemon Go, which I’ve been playing religiously for some years now. In my defense, at least that game has me get up and out of the house when it isn’t exhaustingly hot or blisteringly cold. When it came to Monument Valley, I was certainly aware of the games, but I never gave them much thought. I saw a few screenshots and clips of gameplay and my response was a resounding, “It’s probably okay, but so what?” It reminded me of a game I tried out on my PSP called Echochrome. The games have a fair bit in common in that they both involve navigating Escherian landscapes using a combination of dream logic and lateral thinking. Echochrome predates Monument Valley by a few years, the former very much still a product of buttons and joystick gaming while the latter was born and bred to work with a touchscreen, be it a phone or, better yet, a tablet.

This led me to thinking of similar sort of puzzle games, ones that involve navigating a space rather than simply sliding blocks or matching tiles. One of these games is Crazy Castle for the NES. Specifically, and depending on what region of the world you reside in, Bugs Bunny in Crazy Castle (more on this in a moment). The game has you navigate a scene while dodging enemies in order to collect a number of carrots before moving on to the next level, of which there are 60. For a NES game, that number certainly seems crazy, until you realize each level only occupies about two screens worth of real estate and they employ a kind of modular construction. I remember my brother and I losing our minds at the idea of Bubble Bobble having some 100 levels, until we realized each level was only a screen and of a similarly repetitive level design. Although I do remember playing Bubble Bobble as a rental from a local grocery store in the suburbs of MadisonWisconsin, I never actually played Crazy Castle. I don’t even think I knew it was a puzzle game. Frankly, in my mind, at that time a puzzle game consisted of falling blocks or sliding tiles. I do remember seeing the game at the same grocery store and reading the back of the box. What stood out to me most was this image of Bugs Bunny embracing a female version of himself in a blue dress. According to the text blurb, this is Honey Bunny, a character who has appeared in a few classic Looney Tunes shorts, though her design has never been set in stone. The image on the box baffled me because of how much like Bugs she looked. In fact, she looked like Bugs when he’s wearing a dress to fool Elmer Fudd. On the whole, it seemed weird to me to give Bugs a love interest at all, much less in a videogame, as if someone said, “It’s a videogame! You gotta rescue a damsel!”

It turns out the reason for the love interest is rooted in the game’s origin. This was around 1989 and in Japan the game originally starred Roger Rabbit (his wife Jessica being the captive Honey Bunny). As for bringing it to America, there was a problem. There was already a Roger Rabbit game on the NES and not produced by Kemco. So, the game was reworked graphically to feature Looney Tunes characters.

More games would be released in the Crazy Castle series, at least 5 depending on how you set up your spreadsheet, with multiple versions of each one depending on the region of their release. For the Japanese version of the second game, Roger Rabbit was replaced with Mickey Mouse. North America would still get Bugs Bunny right up until the 5th game in the series, which would star Woody Woodpecker. As for other regions, intellectual properties varied, from Garfield to the Ghostbusters to a Danish troll named Hugo.

It’s interesting to compare these titles to Monument Valley and Echochrome in terms of their presentation. In Echochrome, the character you have to guide around the impossible objects is an articulated artist’s mannequin, going with the game’s ultra-minimalist aesthetic, almost as if you’re playing a prototype rather than something finished. Monument Valley has you take on the role of Princess Ida, a small and silent little girl in a white dress and conical hat as she traverses a sea of soothing color gradients and isometric architecture. While the game has a story, it is not emphasized beyond some cryptic lines of text, the ending being almost symbolic more than anything concrete. Ironically, Crazy Castle has an equally anonymous quality about it, so much so that any number of characters and scenarios can be swapped out as needed, leaving the game with no real identity of its own. The closest thing the game had to an original character was in the Japanese version of the third game, with Mickey Mouse being replaced by Kid Klown, who would go on to have his own series of completely different games from Kemco. This game would see a release in North America, though its connection to the Crazy Castle franchise was nowhere to be seen as it does play a bit differently than the Bugs and Woody entries.

Having a major IP attached to a game creates a number of problems when it comes to preservation. While an original cartridge of Bugs Bunny Crazy Castles is neither rare nor fetching some high price on auction sites, it’s not been made available through any current console platform, namely the NES library of the Nintendo Switch. I don’t know how exactly the licensing deals work for that particular service (notably they haven’t removed or retired any games from the library, unlike Netflix), but having to deal with both a game developer/publisher as well as the owners of the license, in this case Warner Bros., has got to be a nightmare. This is the unfortunate fate of many licensed games, especially older games from the 8 and 16-bit era. They’re made to cash in on name recognition, they sell as many copies as they can, and then they fade into the haze of memory until suddenly they’re wanted again.

If Gex can come back, maybe there’s still hope for Crazy Castle.

07 October 2023

Gex Got Going

In August of 2022, I wrote about the short-lived Gex franchise and how it tried to go toe-to-toe with the likes of Mario and Sonic, only to fall into obscurity. 

Well, Limited Run Games dropped this trailer, and I couldn't be happier:


There's no release date as of this writing, but it almost doesn't matter. I'm just happy that Gex has a home with Square-Enix rather than getting sold off to a crypto scheme. 

21 August 2022

Get Gex Going

It's not even funny how much I want this to be a real thing. I'm sure Dana Gould wouldn't have minded the extra work, either. 

Gex is a painfully short-lived series of games about a TV-obsessed, wise-cracking gecko. It began life on the 3DO console and, much like Crash Bandicoot for the original Playstation, became a sort of de facto mascot for the system (as well as for his developer, Crystal Dynamics). I only ever knew one person who owned a 3DO. He was a friend of a friend, and he got more use out of it as a CD player than a proper games console. This was likely a typical story as Gex didn't stay exclusive to the 3DO, getting released on the Sony Playstation, Sega Saturn, and PC. It was a serviceable 2D side-scroller, its main draw being a more diverse variety of locations beyond the typical terrains common to Super Mario Bros. or Sonic the Hedgehog (fire, water, ice, etc.). Gex's abilities to interact with these environments was also notable. Mario could jump high, Sonic could run fast, and Gex could stick to walls and ceilings. Reviews of the time were middling, at least when it came to the Saturn, Playstation, and PC ports. The 3DO version would be well-received, if only for the platform creating such a low bar for quality. 

I only played the first game a few years ago on the Playstation 3. Gex's moveset was definitely its best feature, but the level design left much to be desired. Playing off of Gex's wall crawling, exploration was encouraged over more straightforward, left-to-right layouts. Unfortunately, there often wasn't very much to explore, leading to a lot of backtracking. 

Despite a lukewarm reception, Gex did get a pair of sequels in fairly rapid succession, this time in full 3D on the Playstation and Nintendo 64. At this point, a number of well-known videogame mascots were trying to make the leap from 2D to 3D with relatively mixed results. Mario hit the ground running with Super Mario 64 and Sonic would have some awkward first steps on the Saturn (Sonic 3D Blast and Sonic R) before getting a decent foothold with Sonic Adventure on the Sega Dreamcast

While I was aware of these sequels, I never played them as I was busy with RPG's, racers, and fighting games. Also, rentals of Donkey Kong 64 and Banjo Kazooie put me off of the whole 3D platformer genre for some time, with their large but mostly empty levels and ludicrously lengthy laundry lists of largely insignificant items to collect. In any case, I was glad for some variety in the space, as Gex didn’t seem to share the same flaws as his lesser 3D brethren. Sadly, it didn’t have many strengths on offer, either. 

This N64 cover art was also used as a marketing image for the game. 
 
The operative phrase when discussing the reception of any Gex title is, "Not for any lack of trying." Some may argue it was the dawn of the internet that caused Gex to fall by the wayside, that a TV-obsessed gecko wouldn't be relevant in an era when more and more people were beginning to look to the web for content. For my money, Gex was never so topical. Many of his references were from sitcoms and shows predating his game by several decades, so being out of touch is par for the course. Frankly, the most topical Gex ever got was him becoming a secret agent in the sequels, as Pierce Brosnan's portrayal of James Bond was hitting its stride at the time with Tomorrow Never Dies and The World Is Not Enough. If newer efforts were to have him spouting modern memes or other varieties of internet humor, he’d likely be met with the same reception as a certain cartoon dog who died on the way back to his home planet. 


Speaking of sitcoms and animation, it may well be that FlippinDingDong’s tribute is more on point than anyone realizes. Both Mario and Sonic have had several animated programs dedicated to them, to say nothing of Mario’s overall longevity keeping him in the public consciousness. Even Bubsy had a pilot, and he’s gotten a revival in the last few years. Whether that translates to any long-lasting success remains to be seen, but it’s hard to ignore the correlation between having a mainstream presence and a gaming IP enjoying a longevity. Gex rose and fell within a single console generation. There were plans for a Gex 4 on the Playstation 2 and Gamecube, but it was canceled at the concept art stage. The most recent news about the gecko came in 2021 and 2022 when Square Enix registered trademarks for Gex in the EU and Japan, respectively. This was a few months before Square Enix sold off its Crystal Dynamics/Eidos properties to a holding company known as the Embracer Group. At the time of this writing, it's not actually known for certain if Gex was part of the sale. It's possible Square Enix held on to him and is planning some kind of revival. 

We'll just have to stay tuned. 

02 August 2022

Final Fantasy Follow-Up

 OR:
When It Was Hip To Be With Square

I wrote my last entry about Square Enix’s legendary franchise before learning of the company’s most recent plan to sell FFVII-based NFT’s, a move that is quickly earning them a tumbling snowball's worth of backlash and criticism. It got me thinking about the history of the company, especially when the Playstation came on the market. This is by no means an exhaustive nor comprehensive history, merely a general impression from an outsider's perspective. During the 16-bit era, hey were known for publishing titles to the Super Nintendo, Final Fantasy III (technically VI, but that's another matter) being one of their most acclaimed releases. Squaresoft, as they were known back then, was leery of Nintendo’s insistence on cartridges over the CD-ROM format. On the other side of the great dividing wall between Nintendo and Sega, the Sega CD, despite not being financially successful, demonstrated how RPG’s and strategy games could benefit from the extra storage space, if only in the presentation department. Thus, their decision to abandon Camp Mario for the greener pastures of Sony’s gray underdog was made. 

Squaresoft went all in on Playstation’s promises of a bigger and better medium for their games, and I was there for it. I didn’t necessarily buy every single release, but I followed every announcement diligently. New games seemed to come out weekly. Not all printed money like Final Fantasy VII, but what hits they had were obviously more than enough to buoy their b-list brethren. It felt like the company was willing to take risks on more niche and obscure titles others would pass on, maintaining a faith the financials would work themselves out somehow. 

About halfway through the PS2’s life cycle, Square seemed to begin losing their way. The bubble birthed on the back of the PS1 hadn’t burst, but the surface tension was beginning to show signs of weakness. Focus was shifted to their major franchises like Final Fantasy while other established titles were allowed to languish by the wayside. The excitement of the new frontier was long gone, and they fell off my radar. I’d still keep an eye out for what was next for the Final Fantasy franchise albeit I’d stopped playing the games around the release of IX, last part of the great Playstation One Trilogy. Overall, though, I’d lost interest in RPG’s and started looking to other, more action-oriented genres. I often joked I had an abusive relationship with role-playing games, that I loved them dearly but had no time for them. Kingdom Hearts was probably my point of saturation. It was a good note to end the relationship on, an overall well-made game whose only real fault was an off-the-rails story that, as I've heard from even its most devoted fans, didn't get much more coherent in the sequels. 

I do genuinely love this image, albeit
I can't help but think they're up there looking for the lost plot. 

When it came to the PS3, I found myself practically ignoring Square Enix (as they came to be known then) beyond a passing fascination with Final Fantasy XIII and one of its spin-off games. After that, it was off the radar again. The next major piece of news that caught my attention was their acquisition of the Tomb Raider franchise, giving it a fresh, gritty reboot I met with almost complete indifference. Nier: Automata held my interest for a bit, but had much the same problem as Kingdom Hearts, with a gonzo story nobody seems to have a full and proper handle on. This was the time of the PS4. From what I can tell, the PS5 isn't going to see much from its old friend. Tomb Raider, along with a number of other IP's, has been completely sold off to a holding company in favor of some Crypto currency venture I don't pretend to be knowledgeable about. 
This is no longer a label that piques my curiosity nor captures my imagination. I don't recognize it from its heyday.
And this one just makes me sad. 

Calling them sell-outs is admittedly unfair. They're not so risk averse as to only bank on Final Fantasy and their merchandise which they're just as quick to advertise as any of their games. They have a wide range of titles currently on offer, and when I look upon Power Washer Simulator, part of me is assured they haven't changed as much as it may seem. Square-Enix has changed to be sure, but so have I, and maybe that's what I'm really sad about. 

What I really want to know at this point is, given the sale of their former Eidos properties, who owns the rights to Gex?

24 July 2022

First World Regrets: Videogame Hoarding


Final Fantasy VII changed my life in the most first world of ways. I had been impressed by the Sega Saturn and even though it was proving to be one of the less successful consoles on the market, I was initially undeterred, setting a plan in motion. I made a list of games whose contents are sadly lost to time beyond maybe the first two or three titles. The mindset was that if the Saturn market collapsed shortly the moment I walked out of the game store with it, I would have been set for life, or at least one or two subsequent console generations. Instead of shelling out for the latest and greatest of games, I could stick to the tried and true. You can keep your Crash Bandicoot and Mario Kart; I'll still be living it up with Panzer Dragoon Saga and Enemy Zero

How viable this plan would have actually been in practice is debatable at best. Sticking exclusively to a given piece of hardware is a pretty good way to give yourself buyer's remorse. I think of the PS2/XBOX/GCN generation, how each of these very powerful consoles ended up sculpting unique markets unto themselves. If you loved Role-Playing or Strategy Games, PS2 was the way to go given Square Enix's success with the Final Fantasy series. If you loved First Person Shooters, then you went with XBox and got chummy with all the other Halo fans. If you were a lifelong Nintendo fan, you obviously went with Gamecube and its first party IP's including Mario and Pokemon. When I think back to the Saturn and the games I was going to tough out the next few years with, I think my gaming tastes and habits would have changed drastically. I certainly would have favored quality over quantity, instead of the serious problem I came to have when I got my PS2


The PS2 had a massive library of games, a catalog befitting its position as the biggest seller of its generation. Ironically, the majority of PS2's I remember selling people on while I worked at Target had more to do with the console's capabilities as a DVD player than a gaming console. Obviously, it was cheaper to buy a standalone player, but offering the PS2 as a complete package seemed like a no-brainer for gamers and families alike. The XBox could play DVD's as well, but it required the purchase of a separate remote control to the tune of about 30USD. Adding to the irony, that's only a little more expensive than a PS2 memory card, while the XBox had a built-in hard drive for game saves. By comparison, the Gamecube basically sold itself since fans of Nintendo properties such as Metroid and Legend of Zelda didn't care about DVD's or any other multimedia capabilities. 

I went with the PS2 because I had the PS1. I went with the PS1 over the Saturn because I saw a commercial for Final Fantasy VII. I became obsessed with all things Playstation (apart from the occasional outings with the N64). I didn't simply love the Playstation. I loved Sony itself. I researched the company for an economics class and that leaned heavily on the potential of the PS2 becoming not only a games console and home media player, but also a small desktop PC thanks to its promised add-on of a hard drive. That would never technically come to pass; the Linux Kit was never meant to offer up a desktop experience on the level of a PC or Mac, and the hard drive would find more use with online games like Final Fantasy XI anyway. Nonetheless, and just like with the Saturn, I was undeterred. I held on to my PS2 for years, and  there was no favoring quality over quantity. At my worst, I owned something like 200 games. My justification was that I had relatively obscure taste and it wasn't always possible to rent certain titles. Moreover, a lot of the games I wanted had been on the market for some time, their prices typically dropping by half before I became aware of them. I very rarely paid full price for games, but also rarely bought used. In fact, the only used PS2 game I remember buying was Gran Turismo 3, purely because it was literally cheaper than renting it. 


Youtuber
Caddicarus made a video detailing his unpopular gaming opinions, including such notable takes as, "ET for the 2600 is not the worst game ever made," and "mobile gaming is pretty cool actually." The one that struck a chord with me was his unexpected admission that the Gamecube was better than the PS2. Seemed like blasphemy given he's known on the internet as a Playstation fanboy to the Nth degree. I've only played the Gamecube within the last few years thanks to my roommate having one, checking out games that I missed because I was in camp Playstation. While the Gamecube had a smaller library than the PS2, it seemed like I had to go further and further out of my way to find something especially bad. That's true of any console, but with the PS2, it attracted shovelware in a way that would only be surpassed by the Nintendo Wii. Actually, the reason I was so hesitant to get a Gamecube back in the day was precisely because of its emphasis on quality over quantity. That is, I knew the Gamecube had really good games on it, but it was the fact that everyone was playing them all at once that kept me away. Everyone was playing Mario Kart. Everyone was playing Metroid Prime. Meanwhile, I don't know many people who were playing Warhammer 40,000: Fire Warrior or Stretch Panic or Kagero II: Dark Illusion on PS2. I generally stayed away from mainstream titles except maybe for some RPG's. Square Enix had left PS2 owners spoiled for choice, to say nothing of other publishers who recognized the console as the place to be for fans of the genre. 


Much like my Saturn plan, I banked on a number of RPG's for PS2 because I had it in my head that someday I'd have nothing but time on my hands and would need something that could fill that void. RPG's generally take a lot of time, what with being more story-driven and all, so it was the perfect solution to this problem I was convinced was coming sooner rather than later. Had the pandemic happened about 15-20 years earlier and I had a non-essential job to leave me waiting at home, I would have been fully prepared, if only in staving off boredom. 


I've now sold off the majority of my PS2 games (hence the eBay photos I dug up, which aren't all of them). There's maybe a few stragglers I didn't get around to, but they're not taking up an entire foot locker and then some like they once had. The same goes for my Sega Dreamcast, which also had a substantial library at the time. The only games whose prices dropped lower and faster than PS2's were the Dreamcast's, and I was all in. In a way, I did with the Dreamcast what I'd wanted to do with the Saturn. The console wasn't performing well, so it was best to get it while the getting was good. 


My
PS3/PS4 collection is substantial, though that's thanks mostly to Sony's Jelly of the Month Club, Playstation Plus. For the price of about a game per year, I can download a game or two a month. They're typically smaller, independent games or older titles past their prime. I allowed my membership to lapse back in January, which left over half the collection inaccessible. It didn't bother me as I was getting more out of my PS4 as a streaming device than a games console. I turned the service back on this month to start playing through some games I meant to finish.  

11 years, 12 months per year, 2-3 games per month...

I guess I never learn. It only makes me sad that you can't really sell digital versions of games. With my old games I can trust that they've all gone to good homes, to gamers like myself who can appreciate and enjoy them as much as I should have. Nowadays, my rule is that I don't buy a new game unless I've beaten one. That's the compromise I made with myself a few years into owning my PS3, and I've mostly stuck to it ever since.

13 December 2020

Trix Are For Kids

There's a scene in The Matrix: Reloaded where Neo is greeted by a wide-eyed, nervous kid who thanks him for saving his life. This was brought up in a review at the time as a point of criticism, complaining that albeit this is the first time he's appeared, everyone acts like they already know him. 

For background, between the first and second Matrix films, there was a collection of animated shorts produced, collectively called The Animatrix. One story centers around a teenage boy who is becoming disenchanted with his humdrum daily life, not unlike Neo himself in the first film. Short story made shorter, the kid is freed of The Matrix, thanks in no small part to Neo's team. 

The criticism about the kid's "sudden" appearance strikes me as odd and, were I more of a cynic, was more of a pointed statement about Warner Bros. marketing of the Matrix franchise
I don't recall if I saw Animatrix before Reloaded, but here's how I think I would have interpreted the scene had I not. Neo is The One, a prophesied messiah who will turn the tide in the war against the machines. Obviously, someone like this is going to have fans. This kid is just one of those fans. He approaches Neo, thanks him for saving his life, Neo graciously accepts the thanks and the kid goes on his merry way. Neo is visibly uncomfortable at the adoration, and Trinity comforts him by telling him he's given hope to many.
The point is the kid is a face in the crowd. Actually, he's more like the face OF the crowd, the crowd being all those people who look up to Neo. It doesn't matter who the kid is in the grand scheme of things. That he has a small and mostly self-contained backstory in no way should work against his role in the film proper. In fact, there are several new faces in Reloaded who did not appear in any of the Animatrix shorts, yet everyone in the story already knows who these people are. So, why was there so much scorn and ire for this superfan's 15 seconds?
It's one matter to say a book is better than its film adaptation, that's the nature of the mediums. There are things you can do in a book that don't necessarily work in a film, and vice versa. It's quite a different matter to say that if you don't like a film, find it lacking or otherwise unenjoyable, that reading the book will actually enhance your enjoyment because it will fill in all the gaps left by the mov---

No.

... Just... No.

They're called adaptations for a reason. They adapt a story to a different medium. If the book and film were supposed to be taken in tandem, then the film would be called a supplement. Sometimes I think that's why tie-in novels of movies are called novelizations. Hell, they're called "tie-ins" as well, that should tell you something.

Obviously, this is not to say once you read the book or see the movie, you've reaped all you can sow and never the twain shall meet. I love the film Under The Skin. I read the novel later. Which one I prefer is irrelevant as the film is an "adaptation" in the strongest sense, having virtually nothing in common with the book beyond the barest bones of the premise. 2001: A Space Odyssey has a similar standing with me. The book and the film are ultimately the same story, but told in very different ways. They are separate, but joined.

As I write this, there's one more episode in season 2 of The Mandalorian. It's been fun, but I worry about the longevity of the series. Season 1 played it safe in a good way, each episode essentially being a loving homage to a genre or trope, most notably "The Sanctuary" being 7 Samurai but in a galaxy far, far away. As a wise one once said, every author writes the same book, the craft being in how well you disguise that fact. 

Season 2 has by contrast taken more narrative risks, with a much bigger emphasis on the worldbuilding, calling back to not only the original trilogy, but more recent installments like the Clone Wars and Rebels animated series. While familiarity with these shows is not at all a requirement, it may begin to put holes in the "aesthetic before plot" philosophy that made Season 1 work so well. It's easy to upset that kind of balance. While shows are meant to grow over time, there's an old chestnut of wisdom from the late, great Stan Lee that comes to mind, "Every issue is someone's first."

In a way, Star Wars has had a similar history to the arcade industry. Once upon a time, the late 70's to early 80's, arcades were everywhere, and it seemed everyone loved them. A Pong machine was every bit as common a sight in a bar as a jukebox or a pool table. Nolan Bushnell insists he's met hundreds of couples who first met by playing Pong. Unfortunately, all good things must come to an end, the clock will inevitably strike midnight and the carriage turns into a pumpkin. A series of poor business decisions and an overall change in tastes led to the great gaming crash of 1982, which saw a number of arcades close down.

About 10 years later, two things happen: Street Fighter 2 and Mortal Kombat. Arcades were back in spotlight... for about a year. They drew in fans, no question, but the nature of fighting games (and more importantly their diehard fans) were largely unwelcoming to the two most important demographics from the pre-1982 heyday: women and casual gamers. Post-1993, the only arcade games that held any sort of broad appeal were either driving games or, at a stretch, gallery shooters.

Star Wars' trajectory went much the same way, right down to the timeline. Post-1983 the main series of films concludes with Return of the Jedi. It's well-received by critics and certainly brought in the fans like previous installments, but between George Lucas' interest in other projects along with a possible over saturation in the market of merchandise and spin-off media, it was clear the series had run its course. Fast forward to around 1991 and Timothy Zahn's Thrawn trilogy kicks off with Heir to the Empire. Shortly thereafter, reissues of the action figures hit shelves, catching the attention of collectors. The Extended Universe as it's collectively known goes all the way back to Splinter of the Mind's Eye in 1978, but it's fair to say the early 90's is when it mushroomed into the massive... er, empire we know it as today. Much like the fighting game craze, this was a good thing... for about a year. The appeal was still there, but it was nowhere near as broad.

Interestingly enough, even Star Trek had the same problem. When the original series aired, science fiction had outgrown its reputation as appealing only to adolescent boys enamored with Sputnik and the start of the space program. This was in no small part thanks to Trek's noteworthy social commentary. That is, the sci-fi trappings were an aesthetic. The idyllic world of the Federation was a lens through which the goings-on in our troubled world could be put in perspective. By the time the Klingon Dictionary was published in 1993 (man, the 90's were really divisive times), it was more or less clear that the idea of the "casual" fan had become something of a dirty word. Sci-fi was now for sci-fi fans and anybody else who didn't want to sign up for the lifetime membership had to sit at the kids' table. That's mild hyperbole, but only mild.

This is not to say that having broad appeal to a casual market is inevitably a superior strategy for an intellectual property to take, only that it's different and, as a wise one once said, if you're going to eat tuna, expect bones. For comparison's sake, stand-up comedy has two main branches. There are those who punch up at the haves, and those who punch down at the have-nots. The former has many obvious examples, most with large audiences and whose very best enjoy a mainstream success. The latter is by no means taboo, but those few examples of making it work generally draw in smaller, but maybe more intimate crowds. There's an unspoken contract of sorts between the comedian and the audience that nobody is being put down before anybody else, that even the guy calling you stupid is speaking as much for himself as anybody. There's an overall feeling of, "We're all in this together." with both sides of the coin, but the proverbial "this" is what makes all the difference.

Disney has used The Mandalorian to push its new streaming platform, draw in that larger audience, the kind of larger audience that entails the kinds of returns on investment needed to put together a technically complex show like The Mandalorian. I don't doubt the "volume" or virtual set used for the series will see use by other properties (it'd be a shame if it didn't), but I think it's fair to say Disney may well be taking a loss on the show, probably a bigger one than it did on the Solo movie. The financial rituals of Hollywood are a curious case of byzantine bureaucracies and seedy shell games. I've even heard some factoid along the lines of, "No movie in the history of the industry has ever truly turned a profit because all the blockbusters are offset by the flops that outnumber them." I doubt it's that simple (complex?), but it is curious how a movie can absolutely fail to make any sort of impact, yet rarely hurt anyone involved, even directors, writers, and producers who bear the biggest burdens of all when it comes to the major creative decisions.

Even if the palace Uncle Walt built decides to drop the jet-setting bounty hunting samurai gunslinger with the bucket on his head and the slayer of frogs at his side, that will still leave us with 16 rock solid episodes of a show that will be enjoyed years later, whether it speaks only to the die-hards or pulls in the casuals.

Every episode is an entrance.

30 March 2019

Playstation Plus

The newest round of free games was announced for Playstation Plus a few days ago and it made me a little sad. It's the second month since Sony announced that PS3 and Vita games would no longer be featured in the monthly lineup of free games for members. This was inevitable; the PS3 had long since proven it could have a 10-year life cycle and even beyond, once and for all debunking that arbitrary 5-year cycle that somehow came to be accepted as fact somewhere between the 16-bit generation and the first Playstation. Still, it leaves me a little melancholy as the last 2 months of offerings have only yielded 4 games in total. It's clear Sony is trying to make up for the lack of platforms by offering fewer, but higher-end games. Before that, a player would get maybe a half-dozen total titles, most of them smaller, indie games or older titles that already had their time in the spotlight. 
Without getting into some long-winded explanation for what Plus is, the best way to describe it is a Jelly-of-the-month club. If you're old enough to remember Time Life books or if you're a fan of monthly subscription boxes like Loot Crate or Blue Apron, you've got a pretty good idea of how the system works. The important added caveat is that if you ever cancel your Plus membership, you will not be able to play any of the free games you've gotten up to that point. That's probably the dealbreaker for a number of people, that they're not so much "free" as much as they're "included," which is perfectly understandable. 
The first two games I ever got while having a Plus membership were Lara Croft and the Guardian of Light and Warhammer 40,000: Space Marine, which meant that first year pretty much paid for itself. This trend continued with some dry months and a few awesome months, at no point ever feeling like I was paying too much. It was set-and-forget as far as I cared. I've built up a massive, massive library of games. I don't think it comes anywhere near the library of my PS2 back in the day, but it's sizable nonetheless. It's big enough that I feel a little guilty when I buy a game. I'll often go through the list beforehand to see that I'm not buying one type of game when I've already got a perfectly good example of the genre on hand. Unfortunately for anyone jumping on board Plus right now, they don't get that back catalog as I've taken advantage of. 
PSPlus is not for everyone, and that's especially the case now. while I don't plan on getting rid of my Plus membership anytime soon, let it be known the selection is going to have to work that much harder to impress me every month. I'm more likely to recommend PSNow than Plus to anyone getting a PS4

05 September 2017

Patent-ial Turnarounds

In August of this year, Gamevice brought suit against Nintendo for the Switch console, alleging it infringes on their patent for the Wikipad, an Android-based gaming tablet released in 2013. Although the suit was brought to light in August, it's possible Gamevice began filing suits earlier, as the Switch was released in March 2017 with marketing beginning several months before. 

Patent suits are nothing new in the tech world, certainly not in the gaming industry, and definitely not Nintendo's first rodeo on this front. What makes this suit different, or at least what seems to be getting it more attention than other suits is Gamevice's exact demands as far as restitution. Not only is the company seeking damages, but moving to have sales of the Switch halted altogether. Similar suits have led to the Classic Controller being discontinued and at least two other suits have sought to halt Wii sales in the United States. Nintendo was able to defend itself against some of these suits while settling with others. 

After customer complaints of Nintendo underselling its NES Classic mini-console, its fluctuating Amiibo line, and similar grumblings of Switch console availability, it simply seems Nintendo fans can't catch a break when it comes to putting Nintendo hardware on their shelves. Overall it seems unlikely Gamevice will get its way and have the Switch stopped dead in its tracks, that part of their case most likely being a bargaining chip of sorts, something they can give up later as a gesture of good faith towards a more reasonable settlement (a bluff). 

As of this writing, there's no real word on how much of a bluff said bluff actually is. For the sake of putting to rest any possible fears people may have of not being able to get a Switch, I'd like to offer a glimpse into a possible future, based on nothing more than informed speculation. Here's the informed part: 

Let's face some cold hard facts about the Nintendo 3DS... the 3D gimmick was awful. It's practically Virtual Boy levels of awful. I know some people never had an issue with the 3D, but I did, and I know I'm not alone. I couldn't look at that thing for more than 30 seconds before my brain desperately tried to make a break for it through my nose. Between that and my Playstation Vita, I had little to no interest in what Nintendo's clamshell had to offer (also I'm not a big fan of the clamshell design). I did eventually get a DSi XL secondhand mostly for the sake of playing a handful of games I was interested in that weren't for the 3DS. I did, however, get a 2DS for my roommate. Apart from the screen being kinda small compared to the various XL models of DSi and 3DS, it pretty much fixed every issue I had with the 3DS. I think it was a good move on Nintendo's part to offer more options to their customers. It's easy to fall into the old Sega trap of too much hardware, but on the other end of the spectrum, I think Nintendo is more often than not far too stingy with hardware. Their so-called Wii "mini" was almost an insulting joke of a console, ironically being slightly bigger on some dimensions than the Wii proper, and with overall fewer capabilities like a lack of an SD card slot (so no WiiWare or Virtual Console games). 
More recently, Nintendo has made a 2DS XL, finally giving the bigger screen the previous lacked, though going back to the clamshell design of the past. At this point, I'm okay with that. The price the 3D brought with it, along with the Amiibo feature that was equally uninteresting to me, were my biggest gripes against getting a 3DS

It turns out there's actually a reason for this new handheld's existence, and it has to do with a patent lawsuit. 

A Sony employee brought suit against Nintendo for a patent infringement involving a "glasses free" 3D effect for displays. The suit was settled out of court and while Nintendo does still produce the 3DS XL, the 2DS and new 2DS XL don't violate the original agreement. It's funny to imagine the various higher-ups at Nintendo looking over all the legal paperwork from Sony over the 3D, looking up at each other, one saying, "You know, the 3D really is kinda dumb." with another adding, "Why don't we just make a DS that doesn't do 3D?" and everyone nodding in uncontested agreement before going off to lunch. 

Now comes the speculation. I don't have a Switch, and I haven't talked to many people who do. Earlier, I honestly praised Nintendo for turning their next-gen console, their Wii-U successor, into a handheld. It's frankly genius to leave the console market behind and instead double-down on handhelds, which have always been Nintendo's more lucrative endeavors, going all the way back to the Game & Watch. If the Gamevice suit is really over the detachable controllers, would it really hurt Nintendo to just pull a 2DS move? Are any Switch owners out there playing their games and thinking, "Man, this wouldn't be worth it if I didn't have these tiny little sticks of controllers I could slide off!"? After all, if the side controllers are too small or uncomfortable, more traditional controllers can be linked to it for multiplayer. 
Imagine a Switch that keeps the dual analog sticks and buttons exactly where they are, but doesn't let you detach them. Suppose multiplayer were only minutely inconvenienced by requiring additional controllers or (in rare cases) another system to play through a link like every handheld before then can do. I mean, I'm no product designer and I certainly have no concept of what goes into developing a handheld, but how much R&D could truly go into effectively making a souped up original 2DS? One slab, buttons on the side, all framing a big, beautiful screen. It would basically be a Vita done right (and I'm saying that as someone who likes the Vita wholeheartedly). 

This is where I'd have an image of some hastily-rendered mockup made in TinkerCAD or SketchUp or Blender or something, but as I said, I'm not a product designer, and I'd rather open it up to see what others might come up with given these criteria. Remember, Gamevice's beef isn't with having buttons on the side of a screen; Nintendo's Game & Watch beat their Wikipad to that decades ago. All we need is a system with all the Switch's insides, but with an interface that doesn't have detachable controllers. 

Before writing this, I'd tossed around the idea of Nintendo making an entirely new console, but making it backwards compatible with Switch games. The more I thought about it, the less likely Nintendo would go that route. I simply hope they don't outright abandon the Switch the way they abandoned the Wii-U so hastily. 

Of course, my ideal Nintendo would be one that foregoes hardware in favor of simply working with the platforms that are available. Hardware is ultimately a failure mechanism for games, as Moore's Law puts developers and publishers in a position of making the most of what's available to them while preparing for the future. As much as I don't like the idea of endless ports, re-releases, and remakes overshadowing new and original IPs, I absolutely hate the idea of a game being bound to hardware that's likely going to fall apart with time regardless of how meticulously I maintain it. I do not care how I get my games anymore. As long as developers are getting paid for their work and are able to carry on making more games, I do not care about the means of conveyance for their properties. 

Goodnight, and game on. 

30 July 2017

Ghost Trick: Phantom Detective (First Impressions)

As a rule, I've more or less forbidden games on my phones and even my iPad. It's not that I don't think the platform is a viable competitor to the likes of the DS or Vita (In fact, earlier today before editing this, I just beat Daxter on my first generation PSP I still play reguarly). The problem is I have something of an addictive personality, especially when it comes to puzzle games. Growing up on Tetris, Dr. Mario, and Bust-A-Move has engrained the genre in me as a kind of comfort food for the middle ground between my left and right brain. 
As a compromise, I limit one game per device, a maximum of one microtransaction if the game is free-to-play, and with very strict rules on genre, namely no puzzle games like Bejeweled (I still haven't forgiven my Dad for getting me hooked on it) or endless runners like Jetpack Joyride (my Dad still hasn't forgiven me for getting him hooked on it). Ghost Trick: Phantom Detective from Capcom, which at first I thought was a spin-off title in the Phoenix Wright series*, is almost a puzzle game. It's a point-and-click (tap-and-hold?) adventure game with logic and time-based puzzles. 

Hmm, that "D" looks familiar....
You play a disembodied spirit recently separated from his mortal coil by way of a convoluted murder conspiracy involving a group of blue men (No, not those guys). Unfortunately for you, not only did your red-suited carcass end up in a very undignified position, and not only have you completely lost your memory, but someone else in the same junkyard as you is about to be sworn in as a new denizen among the dearly departed by way of a golden shotgun. There is a light at the end of the tunnel, however, as another spirit in the form of a desk lamp named Ray (yes, as in "ray of light" tunnels notwithstanding) is quick to take you by the phantom limb and teach you to use your newfound powers of the dead. 

Like that there parrot that done ceased to be...
The gameplay reminds me mostly of Firefly's Diary (htoL#NiQ) on Vita, particularly with the Ghost mechanic. When in "Ghost" mode, you're able to possess various inanimate objects. The catch is that you've got a limited range, which can sometimes be hard to judge. Often you'll have to "join the dots" and move from point to point. Sometimes an object must be manipulated not only to solve the puzzle, but also to get you to another and more vital object. Think Final Destination with good intentions or Ghost if it was directed by Miyazaki. 

Manipulating possessed objects forms another third of your suite of phantom powers, called "Trick" mode for the sake of a title drop. Although the backgrounds have the same degree of awkward clutter as a hidden object game, the number and type of objects you can inhabit is limited, complete with a few red herrings thrown in. If Ghost mode reminded me of Firefly's Diary, this part of the game reminds me of Haunting with Polterguy on the Genesis. In that game, your goal was to scare away the inhabitants of a house. Your tricks here are a little more versatile and subtle, though getting attention via diversion and distraction is a core part of the gameplay. This part can become the most frustrating as many of the tricks you have to pull off rely on characters standing in specific spots, looking a certain direction, or performing some subtle action you're likely to miss more often than not. It always strikes me as a cheap tactic to reduce strategizing and problem solving to a time trial in order to make something more challenging. 

A Dead Dog, a Distressed Damsel, and a Dastardly... Dog-killer? Yeah, let's go with that.
Speaking of timing and trials, the last power of the dead at your disposal is a time manipulation mechanic. In addition to connecting with inanimate object, you can also contact the spirits of the recently deceased and rewind their last four minutes of life. Not only can you see their final moments play out from a limited third person perspective, but you can actually save them from dying with your dual-wielding of possession and manipulation. This redeems the "situational" aspect of the game, albeit it replaces quick reflexes with trial and error. Still, I'd rather have my Rube Goldberg machination not work because I missed a step or misjudged a character as opposed to not being able to swipe or tap or drag fast enough at the right time. 

The way the big guy slaps that command console always kills me.
I played the game on an iPhone 5c, and though it ran well enough for those first two chapters, I'd argue that an iPad is the best way to go. This is a beautiful game, especially the character designs. They're 2D sprites, but they're based on expertly-crafted 3D models that are either meticulously animated or diligently motion-captured. It may have made for a very slick and cool-looking platformer in the Prince of Persia vein. 

As of the time of this writing, Ghost Trick is available in its entirety for 10USD, and I can't decide if that's too much for a mobile game. I honestly don't know how much I've ever spent on a phone game, maybe 6 or 7 way back in the day for the Wolfenstein RPG, and frankly that may have been too much. Then again, I've easily spent over 40USD on all the various drawing programs across all my mobile devices. Of course, there's simply no comparing the value of a productivity app to that of a game, however addicting and fun said game may be. 

Does this count as interest?
One last note about the price: As I said, the game is available for 10USD. While that's a steal compared to the full price of its original release on Nintendo DS, in what I can only guess was a foreshadowing of Capcom's more dubious business practices, you can buy chapters in small "packs" for 5USD each. Obviously, the bundle is the better deal given the game is at least 15 chapters on top of the first two freebies. Still, I don't get this piecemeal/episodic setup because the game was ported all at once from DS to iOS. With most episodic games (especially those from TellTale), they're released several months (even years) apart at a premium, then bundled together at a discount for those who waited. It's a trade-off akin to waiting for a movie to be available for streaming rather than seeing it in theaters. For Ghost Trick, though, there was no waiting. It all simply makes me wonder how often someone paid for the chapter packs rather than going whole hog for the complete package at once. 

Suspect pricing structure aside, I enjoyed the first two chapters of Ghost Trick, and while I ultimately intend to unlock the full game, it's an odd duck even in the mobile games market and I don't recommend diving in without testing the waters first. Fans of "match three" puzzles and manic tapping may be turned away by the pacing, while fans of deeper experiences like "escape the room" or remastered ports of older games may find the total package somewhat shallow. The last comparison I would make is to Jordan Mechner's The Last Express. It's a technically ambitious work of art whose only real fault is simply not having more of itself to offer. That can leave a lot of gamers grumbling, but I'm of the mindset that if a game ends too soon, it was probably just long enough. 

*Ghost Trick was produced by the creator of Phoenix Wright, and once speculated on a crossover game, but the title sadly remains a one-off.