A rant about videogame graphics, and why they suck.

Let’s have a quick nibble of the retro-shroom and take a trip to nostalgia-land.

You’re a young gamer, holding in your hands the Nintendo 64’s tri-pronged controller, eyes glued to the curved, glowing surface of the CRT television. Your green tunic wearing hero has just crossed the massive green field of Hyrule, and are approaching the massive stone walls of the city. Suddenly, the skies turn black, and from the arched entryway a white horse with two riders — The Princess Zelda and her guardian Impa — gallop across the bridge and off into the distance. The look on Zelda’s face is one of fear and sadness as she turns to look at Link. They’re running from something — or someone. Standing in the pouring rain, Link turns to see their pursuer: the massive desert warrior Ganndorf with fire-like hair sitting atop an armored horse. He cracks a smile, lifts his hand, and sends Link flying with a magical shock from his fingertips.

That was one of the most awe-inspiring moments of not just my young gaming life, but many others’. It’s one of those event you hold on to and remember; the way it felt, sounded, and of course, the way it looked.

Well, as I’m sure many have done, going back to the game today, it looks like shit. No I’m serious. It’s muddy, smeary textures wrapped around sharp polygonal models in flimsy, bare environments. Now, compare that against the Zelda of the SNES era, A Link to the past: vibrant colored sprites, intricately designed maps, and charming (albeit simple) animations. It looks just a good as the first time you laid eyes on it.

Not exactly the sprawling land we remember it to be.

Why is that? Because 2D graphics don’t depreciate in quality. They may not be quite as impressive as 3D graphics, but games like Super Metroid, Yoshi’s Island, Super CastleVania IV, Street Fighter, and the early Square RPGs look exactly the same as they did when they were the height of game design and graphical power.

But 3D games? Pop in an N64, Ps2 — or hell, even an early game from the current generation — and you’ll find the experience hampered by the now-archaic graphics. Some times, games will even be unplayable. Don’t get me wrong here, I enjoy gorgeous graphics as much as the next guy. Games like Uncharted, Skyrim, and at the time Doom 3 and Half Life 2 left me floored by how gorgeous they looked. But in a few years time? They’ll be eclipsed by the next cutting-edge engine, and their experiences diminished due to a major reliance on the visual components of these games (if they haven’t been already).

More of this…

I’m not advocating a return to 2D game design here. Many of my favorite genres and favorite moments happened thanks to the evolution of 3D gaming. Instead, I’m trying to point out a very common misconception: powerful, more realistic graphics do little to heighten an experience. Instead, its art design and atmosphere. In the past I’ve discussed several games I feel have great art design, most of which are 3D games. It’s their art design that make them so memorable. Metroid Prime, Mass Effect, Shadow of the Colossus, and — the Bilbo Baggins of 3D games — Wind Waker, are all memorable because of how they looked. I use the Ocarina of Time example specifically because it was recently re-released with updated graphics — everything from the textures, to the models, to the animation and lighting has been overhauled, and it looks great, mostly due to the art direction being better realized on the new engine.

…less of this.

As we begin to see graphical leaps diminish, it’s really only a matter of time before we reach a plateau. My concern though is that I don’t want that plateau to be filled with games stretching for “realism;” I want games with unique and impactful art design. I don’t need any more Call of Duties, but I could certainly use more Bastions and Dust Forces. AAA development seems to be crumbling, and many developers — indie and otherwise — seem to be flocking to creative game design. Hopefully, this will mean less emphasis on graphic power, and more attention being given to gameplay, art, and atmosphere. We could full well be moving into a new golden age of video games — that is, just as long as we give up these notions of “realism” and “powerhouse graphics,” and focus on what matters and what makes this medium is so unique.

More awesome videogame remixes: Metroid Metal

So last week I featured Cory Johnson’s post-rock Legend of Zelda remixes, and I hope you guys enjoyed it! This week, I’d like to share with you another of my favorite videogame remixes, Metroid Metal.

Metroid Metal is a group of musicians and popular remixers(is that a word?) who take the iconic spacey tunes of the Metroid franchise and rework them into awesome instru-prog metal. If you’re a fan of Metroid and like to rock out to bands like Animals As Leaders, Scale The Summit, or Electro Quarterstaff, then you’ll dig Metroid Metal. These are some of the most listenable renditions of videogame music I’ve ever heard, and even though I discovered these guys a few years ago, their 2009 album Varia Suite is still in constant rotation, and their 2010 EP Expansion Pack is equally good.

Give ’em a listen and be sure to support the band!

Power Cords Update: Retro Reviews!

Hey readers, quick update,

So here at Power Cords, we do our best to stay up to date on the current games, movies, and media coming our way. But, as it’s probably rather evident in our coverage and reviews, there’s only so much a small handful of busy college students can do on their own. I’m sure you’ve noticed Marshal’s excellent reviews of movies from year’s past, so I (Brendan) have decided I will start doing the same thing for games from past generations in an effort to keep content flowing on the blog.

This new review format will effectively end our “Game/Movie of the Week” posts, giving us the ability to update more frequently, and write about games and movies whether we “like” them or not; Whenever we have a game, movie, album, board game, magic set, etc. that we wish to review, we’ll throw it up here, regardless of how many others we’ve done this week.

When it comes to games specifically, older titles will fall under the new “Retro Review” title. This is just to denote it’s an older game, it’ll still follow the same format for review that a recently released title would receive, and will be available in our reviews page once it’s up and running again.

Anyway, thanks for reading. You can check out our first Retro Review here, on A Link to the Past. Be on the lookout for more Retro Reviews in the near future!

–Brendan

The Legend of Zelda: A Link to the Past — Retro Review

Welcome to Power Cord’s Retro Reviews! Today, we look at the classic SNES adventure, The Legend of Zelda: A Link to the Past

Over the past few years, Nintendo’s classic, A Link to the Past, has served as one of my few go-to distraction games — the sort of game that you put in 20-30 minutes here and there when there’s nothing else to do. Playing the GBA version, it was always a fun little game for me to flip on and play alongside other titles like Metroid Zero Mission and the old Pokemon games for bit of nostalgia and entertainment. But it was only recently I realized I had never actually beaten the game. So, determined to see the quest through, I set off to save the land of Hyrule once and for all. Once I had finally felled Gannon, I felt compelled to review the game I had finally beaten after all those years.

On the surface, A Link to the Past is just like any other Zelda game: an evil antagonist has either doomed the world, stolen the princess Zelda, or both, and you as the player take control of Link to explore dungeons, find magical items, and ultimately save the kingdom and the princess.

The game opens with that exact scenario having taken place — an evil sorcerer has stolen the princess and taken over the kingdom —  resulting in the apparent death of Link’s uncle. Link takes up his uncle’s sword and shield and sets off to stop the evil sorcerer who has been kidnapping maidens all over the land to open a portal to the dark world.

The game is set in a massive world, filled with caves, dungeons, and hidden secrets to explore. There is a sense of open-ended exploration in A Link to the Past. There’s a certain order in which to do things, but much of it is up to you and how you decided to tackle each objective. Or, more likely, when and where you finally figure out what you’re doing.

A Link to the Past does very little in terms of handholding. Other than small markers on your map screen, it’s often difficult to remember where you needed to go or who you needed to talk to. This sort of thing is fine in some aspects of the game, such as the numerous hidden treasures around the world that can only be unlocked after you’ve completed a dungeon and found a new item, but when you can’t reach a place clearly marked as your next objective because you forget to talk to an old lady in town, the game becomes frustrating. This is of course a sign of how games were back in the day, but no matter how good you are at exploring an open world, obesseively checking every nook and cranny doesn’t feel as fun when the game is tight lipped on what you’re doing wrong. There are games of this generation that did exploration far better than A Link to the Past (say for instance, Super Metroid).

But for the most part, the exploration was fun enough that figuring out where to go or what to do was easy, or at least not much of a chore. The sprite graphics are bright and the world well designed, but the animations aren’t very good and the setting felt rather bland, with the exception of some spots in the dark world. Still, traipsing around the countryside to the soundtrack of classic Zelda tunes is a fun distraction.

It probably goes without saying, but the formula is bland, and the story utterly cliche. Of course he’s Gannon. Of course it’s hidden in a dungeon. For many, A Link to the Past is the zenith of the Zelda franchise’s 2D experience, much like Ocarina of Time is series best 3D game. But for me, when it comes to both titles, the best Zelda experience lie in other games; one’s that change up the story and formula in much bigger and bolder ways. It’s a fun nostalgic title, but isn’t much more than that.

Pros: 2 big worlds to explore with plenty to do and see; adventuring to classic zelda tunes is fun; good, simple gameplay.

Cons: Graphics are lackluster; some parts are infuriatingly confusing; uninspired story; if you’ve played a Zelda game before, the formula feel boring.

Brendan’s Top 7 Games with excellent art design

List time! This week, we’re getting artsy-fartsy. While mulling over what the topic of this week’s list article would be, I was struck by a sudden bolt of creativity in the form of a leaked Rayman: Legends trailer. I was reminded of the beauty of the Rayman series’ art style, and seeing as how art is an aspect of gaming we’ve yet to really delve into here on Power Cords, I decided I’d take a shot.

So! What follows are a selection of what I feel are the best art styles ever seen in gaming. This doesn’t mean best graphics or “most unique;” the entries on this list embody great, memorable art directions in videogames that enthralled and captivated me, and which I still regard to this day as some of the best in gaming. Without further ado, on to number 7!

7. Dead Space 

I love sci-fi. Especially gritty, realistic sci-fi. Any astute listener of Power Cast knows how much I love Alien and Blade Runner, and have heard me praise the terrifyingly authentic look of their practical special effect. In the case of Alien especially, these real-life models and effects created such a strong sense of realism that the movie still holds up well today, even amongst such high standards of modern effects.

Dead Space’s gruesome and unsettling art direction creates an atmosphere very similar to that of Alien. While much is owed to the series’ impeccable sound design, it’s that starkly alien look of the game’s necromorphs that caused players to reel in horror, fumbling and struggling against fear and adrenaline to dispatch the disfigured undead creatures.

Beyond just atmosphere and spooks, the art design of Dead Space just flat out amazing. The necromorphs alone are unique not only in gaming, but in scifi across all mediums. The horrifically disjointed, elongated limbs and tormented faces of these reconstructed corpses are at once repulsing and eerily familiar. Plus the ship, weapon, and tech design come across as practical and not outlandish or exaggerated. The sequel goes even further, introducing ornate temples and giant, city-like space stations to take in.

But seriously, slinking along dark corridors of a space station knowing those disgusting undead monster are after me is one of the most visually memorable moments for me in all media.

6. Dark Souls

Much like Dead Space represents my favorite aspects of realistic and gritty sci-fi, Dark Souls represents my favorite aspects of fantasy.

Grey clouds roll over the decrepit parapets of some ancient, dreary castle; shadowy fog reaches across the bubbling bog of some deep and forgotten wood; a gilded steeple of a cathedral rises among snow capped keeps of towering mountain ranges; the ornate armor of a massive, gluttonous demon glistens red with the blood of my millionth defeat.

Dark Souls was a rough game to get through if you don’t like dying. Really, it was just a tough game period. But the setting of the game — an authentic medieval world filled with darkness and undead hordes — felt so real. The size of the game’s castles and dungeons were massive and awe-inspiring, but also conveyed a true sense of scale. Every aspect of the game was daunting — from ruthless enemies and hazardous traps that will kill you, to giant structures that feel hundreds of years old — nothing about Dark Souls is “small” or “easy,” making it one of the most unique titles to be released this generation, visually or otherwise.

5. Bastion

Transitioning now from realism to whisical, Bastion is a game that really did something different. While it’s not out of the ordinary for indie games to utilize colorful 2D animation, Bastion was unique in the way the world legitimately built itself around you.

Bastion takes place in a post-apocalyptic world, where lands and cities float in the sky, above a harsh wilderness below.

You’d walk along the paths of this destroyed world, and streets, forests, towns, and fields would fall and arrange themselves like puzzle pieces from the sky. This created a unique way to deal with both the “fog of war” or light radius mechanics often found in top-own action RPGs, but also an interesting way to entice players to explore each levels fully.

To my memory, no game has ever presented its world in a way quite like Bastion. From the stylized and cartoony character design, fluid animations, and colorful pallet, to the way you experience the land being formed in real-time, exploring the world of Bastion is a memorable and enjoyable experience. Plus, the game is just really damn good.

4. The Legend of Zelda: Wind Waker

Continuing on the path of colorful and saturated art styles is The Legend of Zelda: Wind Waker, my personal favorite entry in the Legend of Zelda series.

While causing quite a commotion when first announced, Wind Waker has gone on to be one of the most beloved and well-regarded games in the Zelda series, and videogames in general.

It’s a definite departure from the more “realistic” art styles of Ocarina of Time and Majora’s mask, but the cartoony cel-chaded graphics have proven to stand the test of time. In many ways, Wind Waker is one of the best looking Zelda games (being outdone only by the most recent game, Skyward Sword). Wind Waker is also one of the most unique Zelda games, adding in new mechanics that built upon it’s ocean and nautical-themed world.

Wind Waker filtered the styles of tribal islanders, Japanese fishing town, Inuit villages, and even Pirate and Viking archetypes through it’s whimsical and bright art design.

While the Zelda series is often attacked for being stagnate in terms of it’s game design, Wind Waker is an example of how the series can create wonderfully unique worlds and stories, without sacrificing what makes Zelda “Zelda.”

3. Metroid Prime

Tallon IV is a truly alien and other-worldly planet. From wetlands filled with unknown vegetation, deserts dotted with the ruins of long-dead civilizations, or frozen shrines hiding powerful weapons beneath layers of snow and ice, Metroid Prime was one of the first games where I felt I was truly exploring a world.

I was a young teenager when Prime came out, and I had yet to try my hand at other titles with fully-realized worlds (some of which are on this list), but to this day I still remember the feeling of exploration I had when playing Prime. Admittedly, I didn’t fully understand the layout of the world until later, but once I got the hand of it the fluidity of it all had me hooked.

But that feeling is due to more than just level design.

It could be argued that almost everything in Metroid Prime game was visual — be it obvious things like the HUD, or more intrinsic aspects such as the story. It seemed as if each room had a story to tell: overgrown vines hanging on a crumbling ornate wall; a cliff side eroded by a waterfall; a rusted elevator, unused for centuries. While there was a very basic and immediate story, there was also a background story to be found not only in the hidden texts throughout the world, but in the architecture and natural world of Tallon IV and its long-lost civilization. And what’s more, Metroid Prime managed to keep — even enhance — its great art throughout the Prime series, setting a standard for all future Metroid titles.

2. Rayman 

It’s probably apparent by now my affinity for Nintendo’s Metroid and Zelda series. One would probably assume based off this knowledge that I share that same love for Nintendo’s flagship mascot, Mario, and his platforming excellence. While it’s cerainly true I’ve enjoy a Mario game or two in the past, my enjoyment of the red-capped plumber is hindered by another platform-hopping character: Rayman.

And my biggest reason for preferring the limb-less hero? The art! The art style of Rayman, while going through several slight alterations throughout the entire series, has remained whimsical and magical. That may found fluffy and sappy, but it’s really the only way I can describe such a unique world. There’s a strange charm to everything in Rayman’s universe (especially thanks to Ubisoft’s Ubiart Framework). Every friend, foe, and fairy is filled with personality. But it’s the series’ most recent title, Rayman: Origins, that earns the series the number 2 spot on this list.

Just one look the Origins’ hand-drawn characters and levels, and you immediately want to grab a controller and start hopping around this colorful land. The lush colors and starkly unique style of each world you visit on Rayman’s adventure is far more interesting than anything the Mushroom Kingdom’s ever dreamed up. Rayman: Origins won numerous awards for best graphics last year (including ours!) and it’s no wonder why. Rayman Origins is by far the most beautiful side scroller I have ever played (at least until Rayman: Legends is released).

1. Shadow of the Colossus

It’s not the expansive, unpopulated landscape; it’s not the enormous bridges or ruins; it’s not the soft haze, shrouding the land in mystery.

It’s the massive, hulking beasts that lurk in the far corners of this peninsula that make the art of Shadow of the Colossus my number one favorite art style.

Each colossus is as unique and different as the next. From afar, the colossi are daunting and majestic, inciting both reverence and awe. It’s only when you begin to climb each of these creatures that the nuances of their design becomes apparent to you. Intricate markings and designs have been etched into their ancient, stone-like skin; long, grass-like fur and hair lines their rocky scales; whitish blue eyes gaze at you somberly, behind them a mixture of fear, sadness, and ferocity as you both battle to end the other’s life — a struggle for survival.

There’s so much to be said about this game. Shadow of the Colossus does so many great things, so many powerful moments that challenge you and fill you with emotion. The sight of these majestic creatures succumbing to your attacks is both heart-wrenching and relieving. To watch the beautifully designed beasts live and die are some of the most memorable moments in all of gaming.

And this ends this week’s list. What did you think of it? How about you, what are some of your favorite (or least favorite) videogame art styles? Leave a comment or send us an email at askpowercords.com. And while you’re at it, let us know what other list topics you’d like to see us cover here on Power Cords!

Powercast Episode 6: Deaths ‘n Diablo

Hello! Welcome to another episode of the Power Cords POWERCAST!

This week, the crew discusses Marshal’s Top 10 Movie Deaths, and few that just barely missed the list; have a lengthy discussion on the recent Diablo 3 beta; Marshal, Nick, and Kyle get into MTG, and we close out with our thoughts on the most recent episode of Game of Thrones.

Download below, and be sure to leave a comment or send us your questions at askpowercords@gmail.com!

See you next week.

Power Cords Powercast Episode 6: Deaths n’ Diablo

With: Brendan, Nick, Kyle, Marshal

Time: 2:08:59

Download (right click, save as)

New Super Mario game at E3, and my thoughts on Nintendo’s future.

Image

Continuing his trend of dropping rumor-laden comments, Shigeru Miyamoto has said Nintendo will be showing off their next big entry in the Super Mario Bros. series during the company’s press conference at this year’s E3 convention.

This news comes after reports that Nintendo has secured an internet domain for supermaioworld4.com, and rumors that the Wii-U’s true hardware specs and launch price will be unveiled at the convention as well — some speculating it to be as low as $300 USD.

I find this to be very promising. After years of core-gamers being seemingly ignored by the big N, I feel that Nintendo are taking steps to once again cater true gaming experiences. Super Mario on the Wii-U is a sure sell for many gamers of all ages, and with the word being they plan to price the console competitively, Nintendo have a chance to once again be relevant in hardcore gaming.

Of course, I may be a little biased here. I have enjoyed Nintendo ever since I was a kid, growing up with SNES and N64, and playing some of the best games of last generation on the Gamecube. Like many Nintendo fans, the Wii was a disappointment for me. And while I enjoyed the DS, the 3DS still hasn’t quite got the library for me to grab one. That being said, I still find the 3D handheld to be very intriguing, and a step in the right direction.

Image
Is this in our near-future?

There are some strong and legitimate criticisms on the upcoming Wii-U, specifically those regarding the system’s hardware, but until we see the games in action in front of us, we won’t know just how powerful the new console is (or isn’t). However, I’m am quite optimistic about the Wii-U and Nintendo’s future at this point. Despite the console having a rather dumb name, games like Pikmin 3 and this new Super Mario give me hope. And with reports Retro Studios have been working on a new project (Metroid? Zelda?), I’m sure we’re in for some big announcements this year. I may currently be a die-hard PC gamer, but I love Nintendo enough that I’d be willing to pick up a new console if they do it right.

Here’s hoping Super Mario Wii-U and the rest of their E3 show does the trick.

Miyamoto teases Zelda fans with talk of an A Link to the Past sequel.

Not such an unlucky Friday the 13th after all.

Back in November, the Shigeru Miyamoto said he was “interested in creating something new maybe based on, or starting from, A Link To The Past.”

Following up on this statement during a recent interview with Edge, published today, the mastermind behind The Legend of Zelda and Super Mario had this to say,

“I think I’d be even more interested in creating something new maybe based on, or starting from, A Link To The Past. I think it’s important to bring some really new software.”

But seeing as how Miyamoto-san is now in a far less hands-on role at the big N on top of all ready being involved in a number of other projects, one could safely assume he would not play a majot role in the hypothetical game’s development. It lead to the question, who should — if such a project exists — head it?

Personally, I wouldn’t be surprised to see Eiiji Aonuma, the long-time director of the Zelda series, working on the franchise since Ocarina of Time, picked as the man to make such a remake (or sequel).

But beyond that, I’d love to see Retro Games, the studio responsible for the amazing Metroid Prime series and the Recent Donkey Kong Returns. The studio is obviously masters at rebooting franchises, with the ability to push these frnachises into new directions, while never sacrificing their legacies. I think they’d be a great fit for new Zelda game, be it this project or another.

But, alas, this is all just hypothetical. Whether we see a new Link to the Past or not will only be answered with time. Let’s rejoice that Nintendo is working on new games, and that Miyamoto sees the need for new software.

For now, enjoy this artist’s rendition of what a possible Link to the Past remake could look like:

The lowdown on video game violence

–By Brendan

Every year, all forms of media look forward to huge, “blockbuster” releases. Big, action-packed movies premiere in the summer, television shows start new seasons in the spring and fall and by the end of the year, blogs are buzzing with lists of the year’s best albums. Video games are no different – each year brings big, new releases to be hyped up, and by the end of it, the year’s best are debated. But it also brings something more serious, and just as debated: whether or not violence in video games affects young players. Continue reading “The lowdown on video game violence”

Returning to the magical world of Rayman in the the Rayman: Origins demo

–By Brendan

November might be dominated by video game releases from the likes of Modern Warfare, Skyrim, Halo, and Zelda, and a whole host of others, but there is one little gem that deserves your attention — Rayman: Origins. Continue reading “Returning to the magical world of Rayman in the the Rayman: Origins demo”