Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Saturday, July 11, 2015

This Two Week's Comics! July 1 & 8

Yeah, so I went on a mini-vacation last week and missed updating you on the comics I bought.  Now you get two weeks worth and I get to tell you about some really great comics!  Let's not waste time, let's get right to it!

We'll start with the second issue of A-Force.  I was pretty interested in where this was going and the second issue didn't really disappoint.  I think the weakest part of this series is Battleworld itself.  The A-Force team is very interesting, but the "rules" of Battleworld both set the stage for the action and restrict the potential for what the team could be.  Super-hero teams need to work in a world that is grounded with known rules and status quo.  When the world that serves as the backdrop is still very new and a jumbled mix of other worlds, it makes it hard to fit the new team in a proper context.  I think I'll like A-Force more post-Secret Wars, but I'll stick with the team until we get there.



Next up, another second issue, Starfire #2.  If you recall, this was another "wait and see" comic that was going to be purchased solely on the value of the cover.  Well, obviously the cover was good enough to warrant a purchase and the interiors don't disappoint either.  If you are looking for a lighthearted alien super-hero comic, this will scratch that it.  I'm in.







Back to Secret Wars action with what might be the best mini-series of the lot.  1872 is the Old West, Marvel style, but very low on the steampunk or super-powers that you might be worried about.  Based on the first issue, this is a straight Western, just with characters you know.  Steve Rogers is the Sheriff, Tony Stark is the local inventor, and the Kingpin is the Mayor.  Things get dicey when Red Wolf wanders into town with a mission.  This might be the best comic I have bought in two weeks.  Highly recommended!  Can't wait for the next issue!




And before we leave the realm of Secret Wars satellite titles, let's take a look at the let-down of the week: Spider-Man: Renew Your Vows.  The first issue was a little shaky, but I was ready to give it a chance.  The second issue didn't honor that chance.  I am now more convinced than ever that Dan Slott has no idea how to write Spider-Man or Peter Parker.  And, just like with A-Force, the fractured world of Battleworld is far too strange to provide a reliable background for really good storytelling.  Even so, this comic went from rocky to disaster in two issues.  This was a chance to really see the Peter Parker everyone wants, the one with a wife and child and the burden of still being Spider-Man.  Slott kind of gives us that story, but Battleworld complicates things unnecessarily and anything Slott may have been trying to do doesn't stand a chance.  Couple that with his failure to understand the characters he is working with and you've just got a mess.  I've committed to my comic shop to buy this entire series, but I'm going to see if I can get out of it.

With that out of the way, we can now turn to a couple of winners.  First, Princess Leia #5.  A great finish to a great series.  This story reaches it's conclusion in a very satisfying way.  Unlike the other two Star Wars launch titles, this comic simply set out to tell an adventure starring Leia Organa, not shock you with its incredible "Star Warsiness." I'll say no more and suggest you go out and read the whole thing start-to-finish and enjoy!






And when you've finished Princess Leia's series, pick up Lando #1.  In the exact same vein, this series seems to be satisfied to tell a great Lando solo tale (well, Lando and Lobot...).  Basically, this is a heist story with tons of Billy D level suave and smooth.  I had confidence in Charles Soule, one of the best writers in comics today and he did not betray that confidence. Staying very true to the character and not shoving Star Wars up your nose at every turn, this comic looks poised to pay out big returns!  Go get!






Which brings us back to "Do." And by "Do" I mean Secret Wars #4.  This is a big issue in the series.  With the set-up concluded in issue #3, we finally get some action and important action at that.  Since most of what happens is a big spoiler, all I will say is that the core series is far better than most of the satellite series I have read.  Secret Wars is a big event and it has everything a big event needs.  Thus far it has been pretty satisfying.  I see what Marvel was going for with the whole company-wide mega event, but now that we are into it, maybe this would have been better as a maxi-series that relaunched the entire universe, rather than taking the universe with it.  But, that's a bigger discussion.  On the small scale, the Secret Wars series is definitely worth checking out if you are a fan of the Marvel Universe.  (I opted for this really cool Captain Marvel, or is it Ms. Marvel, who can tell these days..., alternate cover because I thought it looked way spiffier than the original cover)

And that will do it for these two weeks.  Some pretty good stuff overall.  If you are looking for solid reads, go get 1872 and Lando #1, and maybe chase it with Starfire.

Saturday, June 6, 2015

This Week's Comics 6.3.15

A surprisingly large week for me, just getting back into the hobby.


We'll start where we left off last week with Archie vs. Predator #2.
And I'm proud to say that my fears of last week have been alleviated.  Page 2 of issue #2 pays off the entire set-up from issue #1.  Juxtaposition is the heart of comedy and this page proves it.  The rest of the issue continues to pay it out in a very bizarre way.  The Riverdale gang is thrown up against something the likes of which they are totally unaccustomed to, but rather than just freak completely out and cower in the malt shop, like maybe they totally should, they take the offensive and try to figure out just what is hunting them down.  Can they do it?  I'll be picking up issue #3.




Next up is Secret Wars #3.  You may recall I was looking for this issue to also pay off a couple of issues of set-up.  I'm not yet sold on the entire premise of Battleworld, mainly the Doom is God stuff.  It just seems a bit much.  BUT, issue #3 FINALLY introduces the surviving heroes from the original and Ultimate Marvel universes into Battleworld.  Since they are really the only characters we have any history with, it is refreshing to have them as anchors in what has otherwise been a mad, mad world.  There are some interesting revelations and thankfully enough steam to keep me going for a few more issues unless something gets really stupid.  Marvel needed a save here, and they managed to eek it out.



While we are on Secret Wars related comics, the first issue of Spider-Man: Renew Your Vows hit this week.  This is the only Spider-Man comic I have had any interest in for years.  This is supposed to be as close as we are going to come to the real Spider-Man starring in a comic again.  (for those of you who don't know, Amazing Spider-Man #400 was the last issue to star the real Spider-Man, after that Marvel just simply lost all notion of how to handle the character and spent the next 300 issues systematically destroying the character.  It's like the Simpsons...)  I was extremely nervous about reading this as my faith in Marvel's ability to handle my favorite character has been betrayed like my faith in Star Wars to have meaningful movies beyond the original trilogy.  And despite a few bumps: the Parker child is named Annie for some reason, not May, this issue delivered a good story about Peter Parker in a post-baby era.  There are rumblings that the overall story is going to take a galactic-level bent, but for at least this issue the story was kept pretty street level with Venom showing up to attack the Parker family and Spider-Man giving him a beat down the likes of which we have never seen.  Being a parent DOES change you.  Will future issues hold up?  I'm in for #2 and I'll let you know.

Finally, we come to Princess Leia #4, the penultimate issue in the limited series.  This comic has delivered every single issue.  The story is tight, the art is great, and it manages to stay true to the original characters and universe.  Issue #4 continues that trend and ramps up the story as we build to next issue's presumably awesome climax.  If you've not been reading this, and you like the REAL Star Wars, go catch up.  You will not be sorry!

One critical note:  take a look at the panel below.  While the art has been solid every issue, this one panel bugs me.  It looks like Artoo was originally drawn thinner, more narrow (hence the hatching shade like along his backside), but somewhere along the line someone said, "he looks too thin," so someone went back in and made him thicker.  He doesn't look quite rounded.  He looks a bit lumpy on the back side and the inking isn't quite a smooth.  It's a minor detail in an otherwise wonderful comic, so I'm not busting too many chops, but it does look off.

So those are this week's comics.  All in all, a good week.

Monday, March 9, 2015

NEW COMICS: Star Wars #1, Princess Leia #1

My comic book store owner knows I am a huge Star Wars fan.  He doesn't quite appreciate that I am a purist.  And by purist I mean canon = the Original Trilogy.  The first Timothy Zahn trilogy of novels and the Han Solo Trilogy are apocrypha, as are Dark Empire, Shadows of the Empire, and a few limited "Tales from..." compilations.  As with all apocrypha I could take or leave them, but generally they entertained me.

So when I said, "how are the new Star Wars comics?" and he said "they are really good, you need to read them," I'm not sure he really knew what he was suggesting.  My standards for Star Wars is ridiculously high.  BUT, I am not a closed-minded a-hole.  I am always open to more great stories in a universe that was GOD to me growing up.  However, I usually take that look with much caution.  I could recount my analysis of the recent Episode VII trailer, but that belongs in another entry.

I decided to throw at least most of that caution to the wind and pick up at two of the three Star Wars comics that were just recently released.  Maybe this time they got it right, or were at least close.  Maybe this time I would be able to revisit the magic that is Star Wars again and feel the same thrill I felt when I spent two days reading the aforementioned Zahn trilogy cover to cover instead of studying for my HIST-351 final.  Maybe...

So we start with Star Wars #1.  Seems like the good place to start.  This is the core book.  The story is set between New Hope and Empire Strikes Back (from here on in, it's going to get nerdy, so if you don't really get Star Wars, you will get lost, I make no apologies or attempts to carry you through this) and I'm told that all but a few select things from here and there have been thrown out and this is a fresh start (so goodbye to that apocrypha listed above).

I'll try to break the story down for you without totally ruining it because you may want to read this on your own.  Basically, our heroes (the core characters) are working to take the Empire down from the inside by destroying the rest of the Imperial infrastructure.  The Death Star was the big potato, but there are other notable targets, like the largest munitions factory (or in this case planet) in the Empire.  So our team resorts to extremely slight subterfuge to sneak in and blow up the weapons manufacturing base.  And they do a pretty good job of it, that is until it is time to leave.  As they are about to make their escape, the big scary guy himself shows up (what are the chances?), and effectively nullifies their chance to get smoothly off the planet.  While Luke, Han and Leia are doing the hard work, Chewbacca is playing point man for their escape, and Threepio is hiding out with the Falcon in a garbage dump.  When their cover is blown, Chewbacca gets compromised and Han and Co. attempt to blast their way out.  Meanwhile Threepio is meant to come pick them up in the Falcon, only the ship has been picked apart by scavengers and is not ready for take-off.  Our heroes are left in quite a pickle.  This sounds great, doesn't it?  It sounds like it is going to be exactly what we want it to be.  And yet...

I think my main problem is that the whole issue tries too hard.  I don't know that I am familiar with Jason Aaron's writing before this, nor the man himself, so I have no idea what he already knows about Star Wars, but I feel like this book over-tries to BE Star Wars to the point that there is no room for anything else, or worse, anything new.  And therein lies my real beef with this comic.  There is nothing new to see here.  Everything in this comic BLEEDS Star Wars in all its Star Warsiness.  Aaron doesn't show me anything I haven't seen before, sometimes with ridiculous results.  Let's start there:

The book opens with our heroes piloting a stolen spacecraft that is meant to hold a delegation from Tatooine coming to negotiate a trade deal with the Empire.  From Tatooine.  What are the chances?  There are a ba-zillion planets in the galaxy and the ship the Rebels steal is from a planet we have much, much, much familiarity with from the movies.  Why?  Does it serve the story?  No.  Up until now the ONLY significance of Tatooine is that it's where Luke and Ben came from.  Otherwise, it has been painted as a barren, miserable planet of absolutely no significance. The stolen ship could be from Klakdon VII and it would matter not to the story.  So why is it from Tatooine?  Because Star Wars.  Now we go from the convenient to the absurd.  What does this spaceship from Tatooine look like?  Keep in mind it's a SPACE SHIP.  Why, look there!  It looks just like a Sail Barge.  Just like the one Jabba the Hutt uses to tool around the desert on Tatooine.  Would it make sense for a SPACE SHIP to look like something built for traversing the desert?  Does everything on Tatooine have to look like this?  I seriously doubt it, but here it does.  Why?  Because Star Wars.

Would it have killed the story for this to be a ship from Planet X that looked like a cool new kind of space ship we've never seen before?  No.  It probably would have helped.  A lot.  But instead we are force fed super familiar stuff because I guess the writers or editors are afraid if we don't see Star Warsy stuff right out the gate, we'll think we bought a Care Bears comic instead.  It just misses the point.  (Go read the Zahn trilogy and see if he does that.  Here's a hint:  No, he does not)

The rest of the comic keeps falling into this trap.  Eschewing cool new Star Wars stuff for things you have seen before.  Why does Vader have to be the big bad Imperial that shows up to thwart them?  Why can't it be a new big bad Imperial threat?  Because Star Wars.  As the heroes are trying to escape they run into a giant storeroom full of, guess what, AT-ATs and decide to hijack one to make their escape.  Does it make sense that they might find AT-ATs in this facility?  Sure, but do they have to immediately assume its a great idea to hijack one in order to escape?  But why do they find AT-ATs?  Because Star Wars.  And why do they decide to steal one in order to escape?  Because wouldn't it be cool if Han Solo drove an AT-AT?  Also, Star Wars.  And finally, the comic ends with something you've never seen before:  Luke squares off against Vader in a lightsaber duel (or at least that what is set up by the panel below).  Not only am I pretty sure this screws up ESB more than a little bit, I'm also pretty sure as a Star Wars fan, I've already seen this twice in its two most impressive forms.  And yet, here I get to see it again. Why?  Does it serve the story?  No.  Because Star Wars.

And finally, the one area where Aaron decides to try something new feels completely out of place.  Threepio has always been a reactionary character.  He has always bumbled into a situation, reacted poorly to it, and then somehow bumbled out of it.  His one shining moment, the culmination of his story arc if you will, is in ROTJ in the Ewok village when he more or less saves the team and then recounts the story of their adventures. Otherwise, he's just kind of bumbling around without much to say about the world except an immediate reaction to what is going on (he's the chorus and our window in if you will).  Yet here, Aaron decides that Threepio is running commentary on the big picture, making inside jokes ("I do find it rather disconcerting that your vessel continues to be so easily mistaken for garbage" despite the fact that it won't be mistaken for garbage until ESB, so "continues" is an odd joke), and otherwise waxing philosophical about the Rebellion overall and the ability of the characters to work together.  It's just not in his character to do this.  Nor is it in his character to take a blaster and go to work on the scavengers dismantling the ship.  Although that is where Aaron seems to be taking us.  Can C-3PO even hold a blaster?  Ugh.  It just isn't working.  The only hope is that Threepio blunders it badly or someone comes and rescues him.

Honestly, the bare bones of this comic are absolutely great, but the execution of it is extremely troubled.  I feel like Jason Aaron was required to sit and watch all 3 movies and then just spat out what he saw onto the plot of this comic, hoping that it was Star Wars enough to catch the casual fan and not piss off the die-hards (or hell, maybe even titillate the die-hards, I can't tell.)  The end result is that I will not be back for issue two.  I've already seen the movies, I don't need see those same elements shaken up in a snow globe and regurgitated for me over a new plot.  No, thanks.
Honestly, there was more novel stuff in THIS Star Wars comic set in the same time period, but from a wildly different era

(I make little mention of Cassady's art because I've not been much of a fan since Astonishing X-men, and honestly, for me, he's a one-trick pony that is solid, but unimpressive.  He draws from movie stills to get the faces to look right and when he doesn't you can tell.  His action is solid, but flat.  The best I can say is that he isn't over stylized, which I truly hate, so I guess it could be a LOT worse)



Ok, so that was a little bumpy.  Let's take a look now, at Princess Leia #1 and hope that it's better.

And it is!  Much better.  I'm totally on board with this comic.  Unlike Star Wars #1, this comic doesn't vomit Star Wars all over the place and hope it's striking a nostalgia chord with me so that I feel catered to.  Instead, this comic tells a great Princess Leia solo story about what the hell she does with herself once the Death Star has been destroyed and she has to come to grips with the fact that her ENTIRE FREAKING PLANET has been obliterated.  Alderaanian Shakespeare? Gone.  Alderaanian Michelangelo's David?  Gone.  Alderaanian Marx Brothers?  Gone.  It's all gone.  Plus her entire family and friends and stuff.  So what the hell do you do with that?  There's your story.  And it's a good one.

Leia finds out that the Empire is hunting down any remaining Alderaanians with the intent to kill them.  Apparently you screw with the Empire and you get ultimate nullified.  Not cool.  So Leia decides to go preemptive and round up the remaining Aderaanians herself and get them to safety.  She enlists the aid of a conveniently placed, but totally acceptable, Alderaanian X-wing pilot to help her execute this plot.  This first issue tells the story of how this ball gets rolling, and honestly, it looks like its going to be a LOT of fun.

A lot of fun until the final page.  The last couple of panels really.  See I thought we were leaving all of the BAD Star Wars stuff behind and trying for a fresh start.  I thought we were safe.  And then Leia says:
Well, shit.

Since I read that, Aimee has talked me down, suggesting that maybe, just maybe, THIS Naboo won't be a giant flaming pile of crap loaded with Gungans and Ric Olies and dismal romances and all of the other stuff from The Movies That Shall Not Be Named.  So I am going to give Issue #2 a try.  Maybe she's right.  Maybe I shouldn't throw away 21 pages of really great stuff over one trivial detail.  Maybe, but it's a BIG risk.  Fool me once, shame on you, but fool me 4 times?  I'll set that damn comic on fire.

(Terry Dodson's art is a perfect match for the tone of this book as well.  A great storyteller and a pleasing style!)




So the net result is a disappointing Star Wars comic and a very promising Princess Leia comic with a troubling edge.  Honestly, it could have been worse, much much worse.  And as a side note, based on the "sneak previews" in the back of Star Wars #1, I think I am glad I didn't pick up Darth Vader #1 and here's why:
Why is Vader visiting Jabba the Hutt?  Because Star Wars.  Ugh.

Saturday, December 3, 2011

Twelve Months, Sixty Dollars and a GameBoy Advance: November

LEGO Star Wars: The Video Game
by Eidos

LEGO's can somehow make anything easier to swallow, even abominations like the series of films created by George Lucas which are in no way related to, despite having a common main title, Star Wars.  That is to say, when I bought this, I did not realize what I was getting.  Fool that I am, I thought I was buying a GBA version of LEGO Star Wars: The Original Trilogy, like I have, and love, for the Gamecube.  Fool.  That is not what LEGO Star Wars: The Video Game turns out to be.  Instead it turns out to be about those other movies. Naturally, I was disheartened because I love Star Wars, but I was not to be defeated.  Subject matter aside, this was a GBA game, it was $5, and I bought it for those reasons.  I was going to play it.

Turns out my thesis was pretty much right: LEGO's can somehow make anything easier to swallow (except the LEGO's themselves, remember kids: not for swallowing).  So far I have not met a LEGO game I could not enjoy.  LEGO Batman, LEGO Indiana Jones (the original, not the one with the other levels that have nothing to do with the THREE films that comprise the ENTIRE body of Indiana Jones films), LEGO Star Wars: The Original Trilogy, the list goes on and on.  While this game, LSW, was not going to be as thrilling as those previously mentioned, I held out hope that the LEGO action could save the day; and it did.

Thanks to the general silliness of LEGO games, there is a lot of fun to be had here, mostly in the form of mowing down enemies as a tiny LEGO Darth Maul in Free Play Mode. Yes kids that is the entire reason to play this game and play through the Story Mode.  Darth Maul (one of the only cool things to come from these films) is a LEGO badass and can take down just about anyone with little effort.  Plus he looks cool with his double lightsaber slashing around. Plus, you get that always anticipated Darth Maul v. Darth Maul showdown at the end of the first chapter!  If you must play this game, unlock DM and then go apeshit.

The rest of the game is pretty standard LEGO goodness, which if you are unfamiliar, means wandering through a themed world as a character, building things out of LEGOs to help you traverse the level, solve puzzles, or rack up bonus points (in the form of LEGOs), and fighting enemies, also made of LEGOs. The game overall is pretty short, you can take it out in about 5 hours, but there is still plenty of challenge.  Some levels require great care in how you take out the enemies and if you just blunder in expecting to wreck general mayhem, chances are good you will be blown to pieces.  It is for this reason that the Jedi characters are your best to use.  They can use their lightsabers to deflect enemy laser fire either harmlessly away, or back at the source.  Characters armed the blasters can attack long range, but they also have no defense.  This makes for some sticky situations if you are not careful in how you tackle a level.  The levels aren't as deep as they would be on a console, but that is to be expected.  They are, however, just long enough to be fun to play through.

Since the films that this game is based on are pretty forgettable, I have no real idea if the game follows the plot very closely; I assume it does.  You play in various settings including a space ship, a factory of some kind, a volcano area and a forest (I know this to be the Wookie homeworld only by name), but none of them really strike me as significant like those rich settings from the original films.  There are short cut scenes that move the story along, but much like the source material, lack the charm and heart that is characteristic of most LEGO movie adaptations.  You know something is wrong when you think the scene depicting Shmi Skywalker's death is kind of hilarious.

Overall, though, I have to admit, I had $5 worth of fun from LEGO Star Wars.  It wasn't a game I was excited to play, but it was fun enough to burn a few hours on, based entirely on my enjoyment of LEGO-styled games.  I would not buy this game on purpose, nor would I ever consider paying more than $5, but for what it is you could do worse, somehow.

Next month, our final installment

AND

the announcement of 2012's exciting monthly feature, it is going to be cool!

Tuesday, December 15, 2009

A Closer Look at Going Home Again in the World of Video Games

A Closer Look at Going Home Again in the World of Video Games

Thomas Wolfe broke the bad news to us about thirty years before Pac-man gobbled his first dot, “You can’t go home again.” Wolfe wasn’t writing about video games at the time, but his themes of change both personal and environmental extend even into our modern technological age and yes even to video games.  I have experienced this phenomenon numerous times in my long love affair with the pixilated media, but it became even more salient recently upon purchasing Mario Kart Wii.

Allow me to start by saying that Mario Kart Wii is perhaps the greatest kart racing game I think I have ever played (and that puts it up there with Crash Team Racing for the PSX).  The game is ground-breaking in terms of innovation and game play.  One of the coolest features in the game is the ability to play older tracks from previous incarnations of the Mario Kart franchise.  It was this that sent me down the inevitable road to disappointment.  So enamored was I with the sleek controls and bright colors of Mario Kart Wii that I was prompted to revisit the previous best Mario Kart racer I had ever played: Mario Kart 64Mario Kart Wii features a couple of tracks from that blast from the recent past and playing those gave me a longing for those days of yore.  Thus, back to the N64 went I.  And therein lays my mistake.  Thanks Thomas Wolfe.

As the video game industry becomes more and more advanced and modern games get deeper and their complexity increases, the merits and faults of classic games are becoming glaringly obvious.  One of the consequences of our rush toward into the future of gaming is the difficulty of returning to classics we once loved.  This difficulty is multiplied when the classics we are revisiting have been updated in more modern versions of the game.  Hence my disappointment upon plugging Mario Kart 64 into my console.

It’s not just the fact that Mario Kart Wii implements a new, unique and innovative control scheme, although that does make going back to a D-pad or analog stick a bit mundane.  But Mario Kart Wii is such a leap forward in terms of graphics and game play that going back to Mario Kart 64 is very difficult.  Mario Kart 64’s graphics were awesome for their time, but when held up against the bright, detailed tracks of Mario Kart Wii, they seem cardboard cut-outs in a 3-D world.  What’s more, the kart dynamics are sluggish and awkward next to the seemingly flawless kart mechanics of Mario Kart Wii. In the Wii version the karts (and motorcycles) are a seamless part of the environment and they move and interact with the other karts and background elements naturally.  In my revisit of Mario Kart 64, the karts felt clunky and looked like they had been pasted onto the background, as if you took the background away and they would just keep on going through space without need of a playfield.  The game still played pretty well, though not as smooth as the Wii version and the fun was there, but somehow diminished.  It didn’t take very long for the 64 version to go back on the shelf and the Wii to get fired back up.  Thanks again, Thomas Wolfe.

Sadly, this isn’t the first time this has happened to me.  Now that I think about it, there have been several times in my gaming history that I have attempted to revisit older games that have had more modern updates and found the older games wanting. Rogue Squadron and Rogue Leader present another example of this phenomenon.  I loved Rogue Squadron for the N64 and played it to death, but after moving on up to Rogue Leader on the Gamecube, trying to play Rogue Squadron is like trying to wear great looking pants that are three sizes too small.  No matter how badly I wanted to run those missions again, the controls were just too clumsy and awkward.
Nice, shiny, and slick!
Still nice, but a bit clumsy












Even Spidey knows these two are worlds apart!
And the phenomenon isn’t just limited to games; genres can undergo this as well.  Fighting and sports games are perfect examples of how modern games can render older games completely obsolete.  Soulcalibur and Soulcalibur II changed the face of fighting games forever, particularly 3D fighters.  Even great older fighting games like Tekken do not hold a candle to the majesty of Soulcalibur, which when released was actually better than its arcade counterpart!  If Tekken cannot hold up, lesser fighters are reduced to an unplayable mess.  Don’t believe me? Try playing Star Wars: Masters of Tera Kasi.  Similarly, the constant evolution of the Madden football franchise is practically geared toward outdating its previous incarnations.  With each new year a newer and flashier version of Madden Football is released with more whistle and bells, online support, updated player rosters and the previous year’s game is forever lost in the discount bin of the local second hand video game store.  Hell, you can build a house out of unwanted, outdated sports games for the N64 alone!  I personally own Madden '93, 2000, 2001 and 2008 and have played them only during the year in which they were released with the exception of Madden '93 which still rocks!).  For kicks, I once put Madden ’00 in my PS2 just to see what would happen.  First and foremost, this happens to be one of the games that is not backwards compatible with the PS2, so that was interesting enough, but second, the game was practically unrecognizable when compared with more recent versions, even next generation versions for the PS2 (even when played on an original Playstation)!
 
The phenomenon isn’t limited to video game consoles either.  Perhaps one of the most glaring examples of games being outpaced by their modern counterparts can be found on the PC.  Computer technology is obsolete by the time it hits the market and I cannot tell you how many times I have purchased a new PC one year and a new game the next only to find that my computer isn’t powerful enough to run the damn thing.  That quibble aside, computer games possess a special vulnerability to this phenomenon due to the very nature of their medium. My wife loves, and I mean loves in that very unnatural way, the Sims games for the PC.  She owns practically all of the expansion packs and other accoutrement for the original game and a healthy compliment of add-ons for sequel offering Sims2.  While the original Sims still holds a special place in her heart, she simply cannot play it very long anymore, not after playing Sims2.  According to her, Sims2 provides a much fuller gaming experience, filling in gaps in the original game and building upon its foundation.  These new additions and enhancements create a rich experience that satisfies in a way that the original no longer can.  In my own experience I can attest that I found similar difficulties with Roller Coaster TycoonRoller Coaster Tycoon 2 is for all intents and purposes almost exactly like the original Roller Coaster Tycoon with some crucial upgrades and improvements.  Graphically, the games are nearly identical.  The game play is foundationally the same.  Yet there is enough of an improvement that it is very hard to play the first Roller Coaster Tycoon again.  The coaster building and landscaping interfaces are much improved.  The new kinds of attractions and amusement park themes are rich and diverse.  And these things are just enough to make it hard to return within the confines of the original game.  Damn you Thomas Wolfe!

In studying this phenomenon there appears to be at least a semblance of reason to it.  It seems there are some games that are immune to the syndrome, some games that are particularly vulnerable to it, and some games that float in the middle.  The games that seem the most vulnerable are those mentioned above including but not limited to racing games, fighting games, and sports games.  These games tend to get outdated by improvements in their next iteration.  There may be some appeal to the earlier versions, but chances are good the improvements make dull the luster from the older game.  Sometimes this is due to a new level of depth or complexity that is made possible by later versions; Gran Turismo certainly takes a beating from this.  Sometimes it is due to game play improvements that a more powerful gaming platform allows; hence my aforementioned trouble playing Rogue Squadron.   And sometimes, as with sports games, it is just the nature of the game to have the newest version outpace the older ones, as with Madden and other sports titles.

Whatever the cause, there are certainly types of games that suffer from being outmoded by their latter counterparts.  The interesting thing to me is that graphics are rarely the determining factor.  Sure, nearly 99% of the time, the newer game is going to look better than its older cousins, but that is not generally enough to render an older game obsolete.  My wife makes a hard case for the original Tomb Raider succumbing to this phenomenon due to its incredibly blocky graphics, especially when compared to more recent releases such as the Anniversary version for the Wii or other modern systems.  Being a die-hard fan of the early series, I contest this, but I can see her point to some extent.  Still I maintain that the original game is fun enough on its game play merits that I can look past the polygons and still enjoy the ride.  That example notwithstanding, it seems that graphics are a minor player in this particular phenomenon.

I did notice one interesting exception to this phenomenon, however, directly related to my Mario Kart experience: sometimes if you go back far enough, you can in fact go home again.  While I was not able to recapture the magic of Mario Kart 64 after playing Mario Kart Wii, I did find that I was still able to enjoy Super Mario Kart for the SNES.  So perhaps some games are able to skirt the phenomenon if their history is rich enough and if the most recent game is sufficiently removed from the original offering.  I would like to try to make the same case for the Madden NFL series.  As mentioned above, I still have Madden ’93 for the SEGA Genesis and I still play it and it is still fun.   As long as you are not too wrapped up in using fifteen year old players and viciously limited playcalling, the game still has much of its original appeal.  Since nearly all of the players featured are retired and the divisional alignments are no longer valid, the game is almost like playing an even earlier football game like Tecmo Bowl, where teams and players really had no bearing on the game play at all.  So while I cannot plug Madden ’01 into my PSX and relive the magic, I can dig a little deeper and get back to a place where the earlier versions still retain some of what made them great.  This unique situation may also shed some light on why some games are immune to this phenomenon.

And thankfully, there are a whole slew of games out there that appear to be immune to this “can’t go home again” syndrome and interestingly enough these games are predominately adventure/RPG games.  No matter what year it is, I can always plug The Legend of Zelda into my NES and get the same charge out of it I did back in 1988.  The same goes for Castlevania, Metroid, Pitfall II, Super Mario Bros., Final Fantasy VII, and a host of others.  These games do not seem to diminish at all from having newer chapters added to their lineage.  In some cases the mystique and charm is actually increased by the addition of the newer games. And the determining factor seems to be story.  Most of the games I have mentioned either are rooted in a specific story or are a chapter in a larger story that has unfolded as more games are added to the series.  This is definitely true for the Zelda and Metroid series.  The fact that the game develops as a story also develops makes each game unique and doesn’t ask it to stack up against later games in the series.  Of course Link to the Past isn’t going to be the same as Phantom Hourglass, they are two totally different games with totally different stories that ask you to do totally different things, all the while preserving the flavor and character of the overall series.  As long as the games are well made and the game play is good, chances are they are going to stand the test of time and the release of bigger and better games in the series.

The other games I mentioned, Super Mario Bros., Pitfall, Castlevania, survive for an entirely different reason.  While those games may part of a larger story or world, subsequent editions in the series function more like extensions or supplements to the original game.  Super Mario Bros. 3 is just as much fun as Super Mario Bros. despite SMB3’s obvious superiority because the games don’t really compete for the same spotlight the way their kart racer cousins do.  Furthermore, Super Mario Galaxy can be just as fun as either of those two older games, because it has taken the basic concept and applied it in a way that neither of the earlier games could even attempt.  It’s still platforming fun, but it is sufficiently different without outdating its predecessors. Take that Thomas Wolfe!

The defining factor seems to be related to application of the theme.  If the theme is kept true, but re-imagined in unique and different way, then there is a good chance you’ll be able to go home again.  However, if the theme is kept true and the execution of that theme is maintained without significant change, but the primary adjustments are to peripherals like game play, controls, options, or graphics, then chances are going home again is going to be difficult and perhaps disappointing.  Preservation of the theme is vital to the success of any game series (look what happened when they tried to re-invent Lara Croft…).  The theme can undergo evolutions and changes, but it rarely survives a complete overhaul.  Even when the Castlevania series shifted from strict platforming to a non-linear exploration game, they kept the theme by remaining true the existing story and adapting the original platforming design to accommodate the new direction they were taking the series.  The same can be said for Metroid when they changed to a first person shooter perspective, the exploration that made the initial games such a success were maintained while the gaming style was diversified.  However, preserving the theme and updating the set dressing without evolving the theme in some way can quickly render an earlier version obsolete.  And in cases like the Sims and Roller Coaster Tycoon, evolving the theme can even be dangerous if doing so doesn’t change enough about the theme to make both the newer and older versions uniquely appealing.

It is a tricky thing going home again in video games.  Sure, you may have great memories of you and buddy staying up all night for one more game of Wrestlemania on the NES, but that may not mean that Wrestlemania is still as good as you remember, especially if you’ve played anything more recent.  Games that are modern versions of older classics that have updated the peripherals, controls, graphics, etc., but not changed the fundamental game play are going to make it hard to enjoy those original games.  Going home again is a function of gaming’s evolution as we move toward sometimes better, always more powerful games.  The true test of a game’s staying power is directly related to its development over time.  Games that develop naturally and grow beyond their beginnings manage to maintain their charm and appeal, no matter how much better the games in the series get. So, Thomas Wolfe, you can go home again, but you have to be careful which home you are going to.

Pitfall Harry says, "Thomas Wolfe is a punk."
 Join me next month, when I’ll take a Closer Look at the Spider-man game that ushered in a whole new era of web-slinging and see how time has treated it.