Showing posts with label nostalgia. Show all posts
Showing posts with label nostalgia. Show all posts

Wednesday, April 26, 2017

Biweekly Music Wednesday! No. 48 ~Grape Garden~ (Kirby's Adventure)



Origin: Kirby's Adventure
Plays In: Various levels in Grape Garden and Rainbow Resort
Status: Composition

Composed By: Hirokazu Ando, Jun Ishikawa

It's Kirby's 25th Anniversary!!! Well, in Japan, anyway, but it's not like we can't join the fun a little early.


Back in 2002, I couldn't get over what a coincidence it was that I'd gotten into Kirby not only on his tenth anniversary, but on the cusp of his upcoming popularity. The anime was coming out to America, a new game was releasing for Game Boy Advance, and best of all, a fall media blitz was scheduled to turn Kirby into the next Pikachu! How lucky I was, I thought, to join this fandom just as he was about to hit the big time.

As we all know, things didn't exactly pan out like that. The Kirby: Right Back At Ya! cartoon debuted to minor success (and was dubbed to dubious quality by 4Kids), the media "blitz" only amounted to a Wendy's fast-food toy promotional a year later, and Nintendo of America sorta forgot to tell consumers Kirby: Nightmare in Dream Land was a remake of 1993's Kirby's Adventure. Woops.

And yet, that 10-year-old me realized it the summer before release made my connection to Kirby all the more personal. When I discovered Kirby's Adventure in the wintry depths of December 2001, it was stunning how it felt tailor-made just for me. Whereas Mario and Sonic's 2D adventures felt too difficult, Kirby hit a delicious sweet spot of never being too patronizing, but never being too tough.

To this day, while Kirby's never afraid to get difficult when it needs to be, the philosophy of "anyone can reach the ending" still beats at its core. Haven't you ever stopped to think how delightful it is how so many of our favorite game franchises are still around? The likes of Mario and Zelda being alive and well in 2002 may've been something I took for granted, but now we've passed their 30th anniversaries, and it's all thanks to just how much Nintendo nurtured and preserved their values from day one.

Aside from being irresistibly cute, it's that exact design philosophy for why Kirby is still around 25 years later. Somewhere out there, right now, there's a kid in awe how he can beat Triple Deluxe and Planet Robobot without any help from his parents or siblings. He and his friends all regularly gather to play Team Kirby Clash Deluxe and Super Smash Bros. for Wii U; naturally, his character of choice for the latter is Kirby.

But what he cherishes most isn't how fun they are; it's how every time he enters the first level of Nutty Noon in Kirby's Return to Dream Land, his heart swells at the Sky Waltz music and the sight of ribbon-like sky patterns floating across Dream Land. It's the same gooey euphoria he encountered in Kirby's Dream Collection, where the tinny chiptune songs of Kirby's Adventure, the hypnotic, beautiful backgrounds of Kirby Super Star and the Bubbly Clouds remix of the main menu swallowed him whole with love.



He has become a young romantic, cherishing not merely the fun mined from the series but from the magic that has set his heart and mind aflame. It's a secret he keeps close to his heart: a young child discovering the nostalgia he's heard whispers of. He can do nothing but sigh at the thought of mysterious island house from Kirby's Dream Land 3 and grin with joy at the Butter Building remix in Kirby 64's sky level.

Was nostalgia really the right word? It had to be; after all, it was salvaging murky memories long lost. The forests of Spring Breeze recalled the mysterious, abandoned playhouse just around the corner from his cousin's house. Grape Garden's music and Rainbow Resort's setting reminding him of sleepy car rides when he was very young, where warm Christmas lights decorated the streets. The silent cheering of Kirby's Adventure's arenas unearthing the hazy, mute mornings as a 4-year-old when no one else was awake in the house. The credits of Milky Way Wishes recalling his just looking out the window and into the skies and clouds beyond.

"Did the kids who played this back in 1996 do this?", he wondered.

Yes, little boy. Yes they did.

But it wasn't just 1996, either.

So long as anyone can reach the ending, this gooey nostalgia will make Kirby live forever.

Final Thoughts: Actually, Grape Garden was one of the songs in the Kirby's Adventure medley at the Kirby 25th Anniversary Orchestra Concert. Augh, I need a CD release so bad it hurts!

Thursday, March 2, 2017

The Legend of Zelda: The Wind Waker


In retrospect, that the initial reception to The Legend of Zelda: The Wind Waker -- once branded as "Celda" by embittered fans -- has all but evaporated is rather stunning. Witnessing the shift from the realistic Spaceworld 2000 demo into this brought upon much hellfire; I still remember several of my Zelda-loving friends hating the crap out of it and refusing to do anything with it (a promise that was eventually rescinded; personally, while I loved Majora's Mask and casually enjoyed Link's Awakening, I wasn't invested enough in Zelda to really care). While we could certainly chalk up the switch to poor foresight and communication on Nintendo's part, the shift into cartoonish cel-shaded graphics highlighted the number one complaint of the GameCube days: Nintendo was too childish, too alienating in their kid-oriented direction of Toon Links and the latest Mario game being dubbed Super Mario Sunshine.

Those days are now behind us, yet somehow in the fourteen-plus years since The Wind Waker's release, criticism remains intertwined with the game's identity. This isn't to say the game's not surrounded by a sizeable, adoring fanbase -- you'll find it commonly cited as a series favorite, in fact -- but it remained so dogged by harsh critique that would continue to split the fanbase not just in itself, but pave the road for future titles' division. It's too easy, perhaps too short, and the game's central mechanic of sailing took too long for many.

Most damnably of all, however, was the obvious evidence of it being rushed out to market: there are cut dungeons, abrupt sequences, and an infamous endgame fetch quest that amounts to nothing more than padding. One could even say said padding was the genesis for its plaguing future mainline entries, yet for as much as Twilight Princess and Skyward Sword would be inundated with handholding and bloat, neither possess this glaring, crippling flaw.


One that somehow flew over me when I first played it; it is a video game I have much reverence for, as The Wind Waker was the entry responsible for finally captivating me into the world of Zelda. It's one of my childhood favorites, in fact, taking the No. 4 spot in my "Holy Nintendo Five" alongside the likes of EarthBound, Super Smash Bros. Melee, Super Mario 64 and Kirby Super Star. For a child awakened to nostalgia, it was everything I looked for in a game: a vibrant world possessing that ever-so-rare euphoric warmth in its beauty, setting the imagination aflame of universes beyond our own. So gripping was its atmosphere that I envisioned myself as an explorer who seeped through dimensions, canvassing the musty depths of temples and seas alike.

These days, it's a little different. The Wind Waker is still something I'm very fond of, but time has rendered its flaws unavoidable; being such an ambitious project, those black marks of clumsy, shore-horned segments and stripped elements are only all the more apparent. And yet as I had once done on Nintendojo, even now I'm compelled to defend most of those same flaws. Yes, it is a game that misses opportunities and doesn't build upon them, but I adore so much of what it tries to do that I cannot help but raise an objection to those, well, objections.

Take the game's central context and mechanic: sailing on the wide open sea. The Wind Waker takes place in The Great Sea, divided into island-dotted sectors with all sorts of treasures, secrets and locals waiting for you. Grand as that may seem, many claim it to be a tedious exercise: even with the later aid of warping, sailing from one island to another takes an awful lot of time, and it's been accused of  exploiting that for padding purposes via fetch quests. I, for one, cannot get enough of it; you could point to certain stretches of emptiness, but witnessing the game's various weather patterns and hearing The King of Red Lions' soft rocking within silent nights provides a soothing catharsis not found anywhere else in Zelda; as a matter of fact, I've yet to spot any other vehicular transport emulate this level of calm anywhere else.


Much of this has to do with how it perfectly fits into the exploratory heart of Zelda. The gradual process of a distant speck morphing into an island isn't just met with anticipation; it's perhaps the first moment Zelda had an open world-esque inkling of "you can go there." Indeed, The Wind Waker was perhaps the most "open" 3D Zelda in this closing pre-Breath of the Wild era: you won't be choosing dungeons in any which order, but it's not too long until The Great Sea is yours to explore. And perhaps it's not so empty after all: the careful player will notice, for instance, that the treasure-filled Light Circles only appear in certain sectors at night.

Not that The Great Sea doesn't forget to include some thrills; even when you're being chased by carnivorous Gyorgs and the helicopter-sounding Peahats, haven't you ever decided to just climb up that watchtower and knock over some Bokoblins? For all its aforementioned catharsis, the adrenaline of combating maritime monsters and bombing enemy battleships within the confines of your tiny boat is just as satisfying (not the least of which are the Big Octos, one of my many water-based phobias in youth).

Which reminds me: the combat has also been derided for undeveloped concepts (you can pick up enemy weapons like spears and longswords, but there's not much to do with them) or overtly-lenient shortcuts (A-button parries against Darknuts, otherwise known as "press A-to-win!"). While there's certainly a case for the former, it's enough for me that I've always found hilarity in the juxtaposition between Toon Link and the oversized weapons, while the latter looks especially cool and has great feedback in control/weight. That they don't detract from the combat in itself is a blessing.

Not exactly the best defense, I know, but to this day, The Wind Waker still possesses my favorite sense of Zelda sword-slicing: a punchy, rhythmical force of impact that conveys not the distinct sword slices of the past two 3D Zeldas, but whaling an enemy in a manner not entirely unlike boxing. It feels wonderful to execute, heightened by "strike" beats in the accompanying music. This isn't even factoring in the other weapons: I can't be the only one who's unable to resist constantly bashing in Moblin heads with a boomerang, right?

I ask that because it's one one of the many, many reasons why the visuals remain The Wind Waker's finest achievement. As mentioned earlier, you'll barely find a trace of graphics complaints to be found, and that's because The Wind Waker's cel-shaded aesthetic is the definition of timeless: fourteen years later, you can hardly spot any limitations found in the animation, texture-work and graphics involved. It is a cartoon truly come to life, with the obvious Asian influences granting it a foreign mystique and enchantment not completely unlike Capcom's Okami.


It goes without saying it still has the most beautiful setpieces in all of Zelda, and while Breath of the Wild seems poised to dethrone it in this area, I can't imagine my breath ever ceasing to stop at some of The Wind Waker's best cases of art direction. Is there anything more beautiful on the GameCube than the Fairy Fountains, with their azure colors, nautical-based formations and luminescent walls providing the game's most soothing, jaw-dropping locale? Even the Great Fairies themselves are a mystifying visual treat; no longer are we treated to screeching, scantily-clad nymphs, but graceful multi-limbed deities comprised of petals and spiral cut paper.

When compounded upon by the chorus-filled heaven that is the Fairy Fountain theme -- said chorus being enough to render it the very best version of that classic theme -- they amount to nothing less than spellbinding scenery with an irresistible pull. Not one visit comes to mind where I hadn't just sat there and watched the crowd of ever-rising sprites ascend into the ether, and they're certainly not the only location with such a hypnosis.

So great are The Wind Waker's visuals that I'd even claim they come to aid anytime the gameplay may be lacking; some rag on the dungeons, for instance, for being too linear. The best Zelda dungeons provide an organic flavor of continually traversing across their depths, so perhaps there's a point there. But why should I care when the setpieces involved express the other very best factor of dungeons: making me feel like I'm really there? All five of the game's dungeons excel at this: even now, I cannot help but be pulled in by the chilling, shadowy haze of the Earth Temple or the crowds of spores and writhing, squirming plants in the Forbidden Woods.

The last three -- Tower of the Gods, Earth Temple and Wind Temple -- are probably the best in how appropriately huge they feel: intertwined with the plot, the trio must invoke a grand, majestic aura to convey themselves as appropriately sacred. The Tower of the Gods is my particular favorite, its holographic rainbow bridges and rising water levels expressing a prestigious air echoed by its placement in the game's plot: its ascendance from the ocean after centuries' worth of sleep provokes a musty, ancient feel.


Again, the music is imperative: Tower of the Gods with its powerful chorus is easily the best dungeon theme, but the Wind Temple evokes the more common usage of atmospheric sound: Pikmin-esque instruments introduce the temple (perhaps the biggest hint that Hajime Wakai, one of the game's four composers, was behind this song?) as they segue into a lone, melancholic guitar, perhaps reflecting the solitary slumber of the moss-filled temple itself.

Naturally, The Wind Waker wants to show all this off with clever manipulations of the camera. Bosses have never been this huge before in Zelda, for example, which gives ample excuse to draw the camera out during each and every battle. Every instance is meant to emphasize Toon Link's relative tininess to everything around him, be it the massive jaws of the sand serpent Molgera or the vast ocean surrounding each of the three Triangle Isles. It's a powerful effect adjusted to one's liking via C-stick, and even now, I can't help but be absorbed by how huge everything is.

And as expected for a game passing itself as a cartoon, the animation is wonderful; the dynamic expressions of Toon Link are commonly cited, but I'm especially taken with the game's horde of enemies. Watching the Moblin's antics (light their arses on fire!) or the armorless, weaponless Darknuts make do with their fists or stray Moblin spear lying around is greatly entertaining, and I've made it a hobby of mine to experiment with Toon Link's various weapons to gauge their reactions. Case in point: smacking Miniblins off the Forsaken Fortress's upper reaches with the Skull Hammer, as watching their puny little bodies launch into a watery grave is not unlike the awe of a soaring golf ball.


It's a good thing the character animation succeeds in its goals, as the story -- perhaps tied with Majora's Mask as being the strongest within Zelda's history -- wouldn't nearly be as good without them. Taking place as something of an alternate sequel to Ocarina of Time, its setting up of a mystery within an entirely new setting --- The Great Sea -- provides a fascinating juxtaposition: we desire to learn the fate of familiar kingdom we learn about in the intro -- a gripping sequence depicted in hieroglyph-esque woodblock prints -- but we're having too much fun with the new world's pirates and bird people and wood spirits for our curiosity to linger too long.

The Wind Waker is different from the previous two games in that strikes a mid-road: the themes and character moments involved aren't nearly as raw, but they ain't exactly subtle. The aforementioned "mystery" introduces a wealth of gravity and import to this new realm, yet even moments like Prince Komali's one-sided affection for Medli echo its biting themes of loss and moving on; in that respect, watching series villain Ganondorf earn his first touch of character is a thing of beauty, and remains the most tantalizing moment of humanization in Zelda history. As a grown man who's watched his cherished childhood slip away, it identifies with me more with each passing year.



So much of what makes this new setting so foreign is in the score: helmed by a four-man team (Kenta Negata, Hajime Wakai, Toru Minegishi and Koji Kondo in his first supervisory role), The Wind Waker brims with Celtic-influences and instruments, namely in the very first song we hear. Best described as the game's main theme, the playful Irish arrangement that is the Title Theme is reverberated throughout The Wind Waker as not just a clever recurring motif, but in tone: we find its whimsy shared in other compelling themes as well (namely the castanet-filled Dragon Roost Island). Personaly, I've always thought of it as a fairy-tale opening.



But it's not Zelda without the adventurous backdrops, which we find in the wonderful ocean theme. Both intrepid and marvelous, The Great Sea encapsulates the very essence of "adventure" in its entire duration, never failing to inspire the swelling need for discovery and the unknown. Everything from climbing Bokoblin watchtowers to watching seagulls fly alongside The King of Red Lions is heightened by this one song.



The Wind Waker is notable for being the first Zelda to establish unique theme for each boss, and while they are spectacular (Molgera and Helmaroc King being the standouts), the recurring mini-boss theme remains my favorite. Making a triumphant first impression through its chiming of bells, the way this valor is carried through the light-hearted whimsy of whistles is nothing less than infectious.

I should highlight one more positive while we're on the subject of sound: the conduction of the Wind Waker itself. I could elaborate on how much I cherish the game's sound effects, but it is one of the most ethereal moments of sound in Zelda, as even simply standing there graces our ears with a celestial air. This isn't even getting into the ascending chimes of the three conduction times, all accompanied by stunning choirs. The baton may not be as functionally deep as the Ocarina, but the sound reverie is enough to render it my favorite Zelda instrument.

All this and more is enough to propel The Wind Waker into the upper echelons of Zelda...but alas, for all its ambitions, it misses the very top. Everything to do with this relates to its rushed status: this is something not immediately apparent, but by end of the game's first act (roughly by the third dungeon), it becomes undeniably evident this ambitious title did not fully achieve its vision. Such a failure is not uncommon in the industry, but when it sinks to levels of wasting the player's time, it becomes a major detriment.


Case in point: the cut dungeons. After the game's opening stages, the story makes a point of collecting three magical pearls after completing the early dungeons. The first two are acquired in this matter without a hitch, but after a protracted dash to nab Nayru's Pearl, it's suddenly handed to you by the water spirit Jabun. The aforementioned Nintendojo article does have a defense for this -- that the "water" dungeon role may've been filled by the Tower of the Gods, which immediately follows -- but there's just no getting around how abrupt the Jabun sequence is.

One can't also help but wonder if the "mini-dungeons" -- Fire Mountain and Ice-Ring Isle, used to obtain certain equipment -- were the two cut dungeons, and yet they're so short even the term "mini-dungeon" does them a disservice (aside from a cool secret in the latter). This isn't to say they're terrible in themselves -- they actually fit relatively seamlessly into the progression -- but one also cannot help but imagine if these dungeons were tied into the game's mid-game twist: one I shall not spoil for those who have yet to plunder The Wind Waker's depths, but it's a gripping possibility that would've opened up the game's already massive world two-fold.

Of course, the elephant in the room is the Triforce Hunt: a blatant case of padding that would set the example for bloated, uneventful events that would later plague the series. This is the one area my article faltered in defending, as it not only abruptly shoehorns itself into the narrative but its repetitive lazy cycle speaks for itself: you sail all over The Great Sea to find a Triforce Chart, hand it over to Tingle to translate for hundreds of rupees, and then go off to recover the Triforce piece. 

This is a process repeated seven times, and to make matters worse, it gets thoroughly openly lazy. Practically every one of them jams in enemy brawls, homogenizing even its rare inspirations into an endless, tiring cascade of swordplay. Take the chart involving the Ghost Ship: it's a perfect concept for a game set on the high seas, with the set-up involving an elaborate quest to obtain an ocean villa, discover a zombie-infested basement within and acquire the bewitched Ghost Ship Chart. All riveting stuff, especially when the ship itself greets itself in the night, its demonic chanting  alerting us to its presence...only to end up being yet another enemy horde.

While The Wind Waker is not as shockingly amateurish as its Mario GameCube contemporary (Super Mario Sunshine) in compensating for rushed development, its failure stings a bit more in that it's this close to achieving masterwork status...only to slip up in Nintendo's drive to meet the Japanese holiday season. It is a game I still fervently defend and regard as superior to the mediocre 3D efforts over the next decade, but that simple fact undermines not just any arguments I push forward, but a rare betrayal to Nintendo's values and work ethic regarding development.

To my mind, I can imagine a Wind Waker that stands up with the very best of Zelda. It is absolutely a visual masterpiece, one that will certainly be held up as one of the finest applications of aesthetics found in a Nintendo game. But I cannot claim the same as an actual game; visuals will only get you so far, after all, and between the likes of its lack of unique mini-bosses and the undeveloped enemy weapon system and once again doing the "Ganon's Tower is a hodgepodge of previous dungeon concepts" endgame shtick, there's the sense it's just not trying hard enough. By itself, it's a betrayal to its graphical ambitions; as a Zelda game, it's perhaps the most disappointing thing of all.

And yet to me, it doesn't really matter. Do I still lament The Wind Waker doesn't achieve its dreams? On some days. Do I lament we never got the planned sequel? Definitely, and that's because I love so much of what it earnestly tries to accomplish that it still sets a reputable bar. It's an even rarer example of a game where I don't care it has flaws, I don't care it makes missteps; above all, its infatuating sense of catharsis is enough to lull me into sweet, sweet rapture, one where another world is active and awake.


Even now, that is still everything I'm looking for. The Wind Waker is not the best Zelda, but it is the Zelda that still speaks to me the most as an adult with its brilliant themes and meaty exploration; to my inner child with whimsy nostalgia and a warm, beating heart. For that alone, it remains my favorite Zelda.

Wednesday, February 1, 2017

Biweekly Music Wednesday! No. 46 ~Menu~ (WarioWare, Inc.: Mega MicroGames!)



Origin: WarioWare, Inc.: Mega MicroGames!
Plays In: Menu
Status: Original Composition
Composed By: Ryoji Yoshitomi

Video games are often cited as a method of escape: be it stress, tragedy or dysfunctional families, we depend on our favorite hobby to smother our woes. Even if it's only temporary, anything from a ten-minute foray into Super Mario Bros. to being absorbed for hours by our Animal Crossing village may be the only daily relief for troubled lives.

Yet how often is it games give something back to us? In today's example, it's not as if I was going through anything difficult when WarioWare, Inc: Mega MicroGames! reached my grubby 5th Grade hands, but I remember it most fondly as a game that spoke with me. This is hardly unique to WarioWare--just observe the troves upon troves of preschooler computer games where characters speak directly with toddlers--yet somehow Wario and his new crowd of game developers constantly engaged with me and made me one of the gang through one common thread: random, dumb humor.

My childhood secret of nostalgia was always kept clutched to my chest, yet I always outspoken with my favorite area of comedy. I constantly devised stories and characters representing the most demented products of my mind, be it sentient spoons or zombie men crimelords who feasted on the flesh of cereal character mascots. The sacred "Game in the Basement" action figure rituals with my and my friend Matt involved Pepsi Seal murder mysteries and Kung Fu Beanie Babies (among other vastly inappropriate adventures I won't be sharing here). Invader Zim, Ed, Edd n' Eddy and Courage the Cowardly Dog all embraced these themes and were three of my favorite cartoons growing up. It was one of primary reasons why EarthBound, gaming's masterpiece, meant to so much me.

Most of this, as you may expect, went over the heads of my peers. Not that they didn't watch Nickelodeon or Cartoon Network, but seeing as how my brand of humor circuitry isn't exactly the norm, it was difficult to find others who shared my passion of blood-sucking monkeys (it would eventually lead to an eventual outcasting due to the belief I was "retarded," but that was a ways off). This is echoed even in my adult life: I'm the guy whose favorite episodes of South Park adopt the "bludgeon one stupid joke repeatedly" model (Terrence and Philip in Not Without My Anus, Jakovasaurs, Crippled Summer, etc.), which were never very popular.

When considering all that, it saddens me quite deeply WarioWare's presence has practically dropped off the face of the earth. That it had to die with Game and Wario--a project that betrays the very core of the series--is especially heartbreaking; I'd take flawed entries in the vein of Smooth Moves and D.I.Y to keep the blood pumping, and it's all because like EarthBound and Animal Crossing before it, it understood me. It knew I'd shake my head in amusement at warped Nintendo references, grin at a falling nail yell "HYAAAAAAAH!!!" in-between a poor man's fingers, and laugh at watching a beautiful anime woman shed tears after retreating a loogie up her nose.

It was Nintendo's modern embracing of random humor, and now it's gone. All I have left are the entries that spoke to me in elementary/middle school; in fact, it'd be inaccurate to label it "modern". WarioWare's now yet another childhood dream: one I can return to any time, because it came true.

Whenever I hear this song, I say to myself, "I've come home." And just think: it was Wario of all characters who made me feel welcome. How peculiar!

Final Thoughts: Naturally, I was thrilled when this received not one but two arrangements in Super Smash Bros. Brawl. Yoshitomi-san himself returned to do a medley, but Keigo Ozaki's version is actually one of my favorite arrangements from the game.

Thursday, November 3, 2016

Ten Years of Kirby ~Final Reverie~ Kirby's Dream Collection: Special Edition


Our final retrospective brings us to a turbulent 2012. While 3DS never gained its predecessor's sales momentum, its constant, ample support from Nintendo and web of third-parties kept players invested. Masahiro Sakurai's Kid Icarus: Uprising wasn't without its critics, but its dense cohesion, witty script and loving reiminaging of a cult classic rendered it another Sakurai masterpiece. Meanwhile, Fire Emblem: Awakening's Japanese release would set the seeds for the cult-favorite strategy series to finally emerge as a landmark Nintendo franchise; seeds that wouldn't fully blossom until its Western release a year later, but the series' vindication would finally arrive after nearly twenty years and thirteen entries.

But to the surprise of no one who'd been following Nintendo home consoles for the past twenty years, Wii was left in the dust in the advent of Wii U. Stragglers like Rhythm Heaven Fever and Mario Party 9 could only do so much to slow the console's death, and had it not been for the late localizations of Xenoblade Chronicles and The Last Story, America may've shared the even direr release drought of Japan.

Cue the ensuing E3 frustration: yet again, Nintendo fumbled on their Wii U presentation. It had all the trappings of a boring conference: the lack of any attention-grabbing surprises, forced comedy and banter, dreadfully dull, prolonged multiplayer sessions that undermined the title on display (Nintendo Land), and one or two interesting titles quickly swept under the rug (the long-awaited Pikmin 3, which came and went right as the show began). It was an omen of things to come: the Wii U would massively underperform in its November launch, all thanks to poor marketing, the lack of compelling software, and the presence of a screen controller...thing that no one, not even Nintendo themselves, knew what to do with.

But even before that failure became reality, Nintendo had already recognized the detriments of their awkward conferences and began taking countermeasures nearly a year prior. Launched in late 2011 were digital presentations dubbed "Nintendo Directs," designed to present concise information for upcoming releases with none of the fat and potential screw-ups common in live presentations. And what better representative to reach out to the people than the president of Nintendo himself: Satoru Iwata.

The Directs gradually caught on: the exclusive announcements guaranteed fans would tune in, but there was something humbling in how a company president dedicated himself for broadcast, all for the sake of consumers. Watching Iwata's affable, eccentric demeanor introduce and interact with the likes of Shigeru Miyamoto, Reggie Fils-Aim, Bill Trinen and even a bunch of bananas won the hearts of viewers.


One particular antic was a cryptic announcement: in April 2012, Iwata was spotted carrying Kirby plushies and beanbags. Initially considered a hint for a new Kirby game, it wasn't until that month's Direct that the meaning would be unveiled...


It was Kirby's 20th anniversary.

------


To speak about Kirby's Dream Collection: Special Edition without any sort of bias would be impossible; granted, personal subjectivity is the whole point of reviewing, but never before had a game touched my heart this way before its release, and it's vital I bring that into the open

The whole reason I'd started Ten Years of Kirby was to celebrate my own anniversary with the franchise: a series designed so anyone could clear it, but just deep enough that even the most hardened of gamers can enjoy its adventures. Having grown up with 3D platformers, the likes of Super Mario Bros. and Sonic the Hedgehog were far too difficult for me, great as they were. As opposed to the free-roam nature of three-dimensional movement, their flat planes required precision and accuracy I lacked.


And yet as a series entirely framed within two-dimensional play, Kirby felt custom-made just for me. Never was it patronizing, but instead just demanding and compelling enough for a player learning the ropes: leaps of faith were rendered null due to Kirby's infinite floatiness, and it was never not interesting in seeing what Copy Ability I would command next. As a budding player, I was empowered by how much it respected me; as a young romantic, I was driven to reverie by dreamy visuals and music.

In what I can't assume to be anything but the designs of the cosmos, Kirby's Dream Collection, created to celebrate Kirby's 20th anniversary, was released on my own tenth year with the franchise (2012). An anniversary within an anniversary! It was nothing less than a dream come true, and so what better way to hold my own celebration by reviewing the entire series?


When regarding all that, reviewing the six games contained within Dream Collection--the Kirby's Dream Land trilogy, Kirby's Adventure, Kirby Super Star and Kirby 64: The Crystal Shards-- would prove insufficient; all six games have been reviewed extensively, and I see little value in repeating my opinions here. It's far more imperative that I evaluate Dream Collection on its own merits -- how is the package as a whole? How are the games preserved? Does it pay proper tribute to Kirby? Would a first-time Kirby player feel at home with its offerings?

All reasonable queries, but there is nothing to fear, for Kirby's Dream Collection is one of the very best compilation/re-release packages Nintendo ever produced. Perish the thought of this being anything like the insanely lazy Super Mario All-Stars Limited Edition; HAL decided if this is going to be an anniversary package of Kirby, then it won't just feature the old; after all, the philosophy of jamming Kirby games with content must stand, so new content shall supplement their legacy. This is an anniversary of what rose HAL to stardom, after all, so there's no choice but to celebrate it with the utmost prestige.

Packaged with an anniversary booklet and soundtrack, Kirby's Dream Collection itself is divided into three modes: naturally, the Classic Titles are front and center, but complementing them are Challenge Stages, based off the addictive time trials found in Return to Dream Land just the year prior, and Kirby's History, which takes an interactive tour over the past twenty years of Kirby.

Borrowing the look and feel of 2011's Kirby Return to Dream Land (with a touch of Kirby's Adventure sprites), Kirby's Dream Collection is as plush and delectable as can be. A compilation of this caliber must enforce nostalgia at every corner, and so the luxurious graphics must be accompanied by sound cut from the same cloth.



Hence the intense euphoria greeting our ears upon reaching the menu. Series regulars Jun Ishikawa, Hirokazu Ando and Shogo Sakai contribute to several new tracks across Dream Collection, their highest point being an arrangement of Bubbly Clouds. A veritable lullaby, it is as sugary sweet as the earliest of childhood memories, and I was especially moved they took this much effort to cozy ourselves into our nostalgia. It's impossible not to melt, and they ensure that by seguing it over to the Classic Titles menu.



Diving into six legacy titles is as magical as can be, but a similar effect is found within Kirby's History. Echoing that of a dignified museum, a moderate take on Castle Lololo plays before unexpectedly shifting into the grand Cloudy Park from Kirby's Dream Land 2. A slower reader who isn't clicking on everything in sight may easily stumble upon this, but that it arrives after no less than three loops renders it something of an easter egg. Just like the original song, it envelops you in the awe-encompassing majesty of its setting.

(As a brief aside, it was particularly mystifying as someone who wasn't intimately familiar with Dream Land 2; I knew I recognized it from somewhere, but I couldn't figure it out no matter how hard I racked my brain. While I'd discover its origin shortly afterwards, it turned out the answer lied in a remix from a Kirby doujin album I purchased over a year earlier.)


Kirby's History takes an unexpected direction with how it chronicles our favorite marshmallow. As opposed to just limiting the relevant timeframe within Kirby or even just Nintendo, real-world events are cited alongside the release of Kirby games. Did you ever stop to think about how Kirby's Dream Land came out the same year as Bill Clinton's inauguration into office? How about the world's population reaching six billion the same year Kirby entered Super Smash Bros.? Granted, I'm not sure how my childhood self would've dealt with not one but two Harry Potter references--he had an irrational hatred for the boy wizard, you see--but it's not like the two entities hadn't crossed paths before.


But apparently even Kirby can't let go of an old grudge, as seen above by desecrating this poor Meta Knight statue. One day, we'll move past this hurdle. Someday.

Regardless, Kirby games naturally get top billing. Each makes an appearance through special menus, trailers and 3D models of their respective box art, although the game list varies upon region: for instance, it only makes sense you won't spot the JP-only Kirby Super Star Stacker in the NA release. A shame, but we Americans (and Europeans!) can solace in the fact we have an exclusive spin-of of our own: the Puyo Puyo-inspired Kirby's Avalanche. (Squishy!)


Even peripheral media like the the 2001 anime makes an appearance in its localized Right Back at Ya! state; coincidentally, Dream Collection arrived on the 10th anniversary of that particular adaption. While full thoughts on the anime will be saved for a later date, viewers can witness 4Kids' amateur dubbing practices in all three episodes, not the least which are the embarrassing theme song and clumsy voice editing for Kirby himself. (Sadly, none of the previews for the three manga adaptions made it into the American release. While understandable since they were never localized, it brings back bitter memories of Viz's cancelled license for Hirokazu Hikawa's version.)
.


Kirby's penchant for orchestral performances isn't forgotten, either: at the end of the tour lies behind-the-scenes look for the Gourmet Race to Green Greens chamber orchestral, present on the accompanying soundtrack. Can you spot which of Dream Collection's three composers makes a cameo? The hint lies in how he was involved with orchestras before signing on with HAL...

All delicious, educational treats for even the most diehard of Kirby fans, but how about some actual game? It'd be a waste to simply borrow Return to Dream Land's engine just for a compilation, so why not expand on an addictive component everyone loved? The Challenge Stages return with an even wider variety than before; dare I say they're even harder than what's found in Return to Dream Land?


And perhaps even better? It's the variety that sells it: not only are there different Copy Abilities from last time, but HAL devised new types of Challenge Stages as well: the Magolor Races, which pits Kirby in a time trial against the cloaked troublemaker, and Smash Combat Chambers, where the Smash Ability is unleashed at enemy hordes.

It's the latter that proves HAL's dedication for this compilation. While the rest of the Challenge Stages feature abilities already developed for Return to Dream Land, Smash was built from the ground-up just for an extra mode (complete with its own pause menu instructions: we learn that Kirby's neutral aerial attack--an adorable spinning maneuver--is given the fitting name of "Twinkle Star"). Super Smash Bros. is an extremely vital piece of Kirby's history, so it's only fitting such a tribute was forged.


But as exciting as new content is, the main attraction for the young and the nostalgic are the Classic Titles. The selection is particularly interesting not just for being the first six mainline Kirby titles, but that two directors were responsible for three of each: creator Masahiro Sakurai and level designer Shinichi Shimomura. While Sakurai's efforts are undoubtedly superior, newcomers should delight in highlighting their respective differences: Sakurai's fast-paced, action-packed sugar rushes and Shimomura's slower, leisurely jaunts.

As expected, Dream Collection's games are based on the Virtual Console versions. While switching between the games and Dream Collection is a tad unorthodox (you have to pause and click on Reset), that they include save states--barring Kirby 64--is a blessing.

Games are presented accordingly to match their original size ratio: for instance, the two Game Boy games (Dream Land and Dream Land 2) only take up maybe half the screen, being perfectly squared. Meanwhile, the console games naturally take up a a wider space. While the Kirby's Adventure sprite frames can be turned off, the Game Boy games must have them attached. A fair trade, though they're hardly imposing at all.


Kirby's Dream Land 3 and Kirby 64 (pictured above) are perhaps the best preserved. There's no loss of color in sight, and the size ratio doesn't tamper the display. Both games, alongside Super Star, are particular marvels in that the Wii Remote was incompatible with their downloadable versions, and yet here they fit like a glove.


Dream Land and Dream Land 2 are interesting cases: as mentioned earlier, special care was taken to ensure they match their original, tiny Game Boy displays as closely as possible, so their display is hardly as large as the other games. It's impossible to fully translate a handheld experience into a home console one, so any slight blurs and blown-up sprites and the like are easily forgiven. (Besides, it was the first time Dream Land 2 was officially emulated for American audiences!)


Alas, Kirby's Adventure and Kirby Super Star suffer the most. The nasty darkened filters installed into their Virtual Console versions remain present, and while they're hardly game-ruining, the games' trademark brightness renders their taint a bad aftertaste. Furthermore, they expose Dream Collection's one mark of sloppiness: the preview videos found in Kirby's History are in their original, brightened versions.


For better effect, above is a comparison between the original Kirby's Adventure and its Virtual Console counterpart. They speak for themselves; there's just no getting around the original version serving the game's world infinitely better. Adhering to today's epilepsy measures is a noble cause, but that it's at the cost of game quality leaves a bittersweet taste. When considering they're easily the best games in the package, it's a shame such blemishes left a black mark on not just two of Masahiro Sakurai's masterpieces, but on a glorious celebration of Kirby.


While disappointing, it's hardly enough to dismiss the compilation. And why should it, when it comes with such delightful supplements? The 45-page Collectible Book alone is an amazing treasure trove of concept art, historical context and creator commentary for every Kirby game. Not every title is given the same amount of coverage, but there's enough background development detail to keep things interesting.

With it taking a playful, informal tone throughout, it's an especially fun read. Can you believe that ribbon at the bottom is a game in itself? I consider myself a Kirby superfan, but even some of the trivia questions threw me for a loop, and that's not even considering my shock at some of the cut game content (how about Kirby almost driving a tank in Dream Land 2?). Waddle Dee fans take note: there's a page practically worshiping Nintendo's most adorable goon, and a mention of his ill-fated attempt as a playable character in Kirby 64.


Rounding it out is a beautiful soundtrack comprised of famous songs throughout the series. Much of the selection is expertly picked: Epic Yarn's Green Greens arrangement and Nightmare in Dream Land's Rainbow Resort make for immensely nostalgic choices, while the fan-favorite final boss themes are much appreciated. Only the super-short boss themes stand out as odd choices, although given quantity of songs alongside their lack of loops, it's possible they wanted to conserve space and decided to round things out.

It appears these songs were ripped straight from the source, so as warned in the booklet, the quality varies. While the post-NES console games sound flawless, the 8-bit and handheld games have some audible static fuzziness. Some are better than others: you can hardly detect any air in the Kirby's Adventure tracks, while the muffled filter of Super Star Ultra's Helper's Rest is rather head-scratching when no such thing was present in that game's official soundtrack.



Still, they hardly matter when it comes to the three unique arrangements rounding out the soundtrack. While Gourmet Race to Green Greens once again showcases Kirby's innate talent for orchestra, Dream a New Dream for Tomorrow's piano/recorder medley of ending themes is so profoundly heartfelt, so gently nostalgic you cannot listen to it without a dry eye. With how its rendition of Kirby's Adventure's ending prods at our heartstrings, I cannot think of it as anything but intentional.

The amount of love put into Kirby's Dream Collection renders it one of the most dedicated, genuine titles to be ever released by Nintendo. It's not without its missteps, but that it has not a cynical bone in its body instills it only the purest of joy into the player. It's by no means rushed for that quick buck, but instead an authentic celebration meant for both that longtime fan and that fledgling gamer.

Such a work cannot be produced by anything by developers who not just adore crafting Kirby, but who eagerly wish to share their passion with the world. As Nintendo's final game for Wii, that is the utmost honor.


Wednesday, September 28, 2016

Biweekly Music Wednesday! No. 41 ~Rainbow Road~ (Mario Kart 64)


OriginMario Kart 64
Plays In: Rainbow Road
Status: Original Composition
Composed by: Kenta Nagata

In the past, I've used the following imagery to describe early nostalgia:

"I remember the starry luminous skies of the Rainbow Resort in Kirby's Adventure eliciting memories of when I was very young, strapped in the car's backseat as I stared in silent wonder at the luminous neon lights passing by."

While used to describe the ending levels in Kirby's Adventure, the imagery of cars and neon lights just as easily bring to mind Rainbow Road from any one Mario Kart. When it comes to my own nostalgia for that series, there's no other choice but  Mario Kart 64, the very first game I ever asked for at the age of 6. 
And I'm certainly not alone in my fond memories of the game; in particular, Mario Kart 64's Rainbow Road iteration elicits similar sentimentality to that aforementioned imagery: neon imagery of the game's roster up in the night sky, an endless guardrail of stars, that soothing music....


But can nostalgia speak for a game's actual quality? Diving deeper into Mario Kart 64 discussions will uncover many who feel that particular Rainbow Road far too long and boring; in fact, it often goes hand-in-hand with criticism of the game not aging too well. Even today, I wonder if that's true: whenever I'd briefly return to my first Mario Kart, it'd always feel so clunky and unfamiliar relative to the newer titles.

That should be decided through a Leave Luck to Heaven review, you may say, but there's another point I'd like to discuss for today: haven't you ever wanted to replay your favorite old games with the same exact sense of wonder you felt as a child?  It's tough to admit, but there's certainly been many times I've prepped my game sessions like that, and they were often abandoned in misery; for example, for the longest time I had difficulty replaying Super Mario 64 because I would never relive that wonderful sense of discovery.

Knowing that I would never relive my childhood years was one of the most difficult realizations I've ever had to endure. In itself, that is not wrong: you have to grow up to recognize and tackle the trials and tribulations around not just yourself, but of the world. But do we recognize that burden when we're just entering our teenage years, when our bodies undergo changes and we grow fickle over every little thing? Perhaps, but that only validates our fears and declining perspective of the world.

"That's how nostalgia gets to you. You're reminded of a familiar fragrance or feeling that perfectly mirrors how you felt during a certain period of your youth, and you desperately try in vain to contain it. You attempt to revel in it to make the feeling last a lifetime, and you think of everything that happened to you to contain it, whether it was your favorite cartoon or video game and all the friends you had. It's a several month, perhaps year-long experience all packed in a few seconds, and then it's gone."




Like it or not, cynicism takes over us as we grow older. It's why we grow so excited when A Link to the Past sequel is being made for 3DS, or grow misty-eyed at video game orchestras or when Super Smash Bros. arranges beloved EarthBound and Mega Man tunes, or simply stare in awe when Mario Kart 8 reimagines a fan-favorite course with an explosion of color. To us, it's as if developers are saying "we remember how you feel, too," and hold our halcyon-day memories to the highest regard.

In turn, their nostalgia introduced to a new generation, and the cycle continues.

Mario Kart 64 is the furthest form of nostalgia as it the most mysterious. 
It was a time where I thought the N64 controller was loosely based off of Mario's gloves, where the 3D models on the character select screen felt larger than life and that half-finished wall painting of Mario down in the basement, which my mother never finished. How much of that can be replicated? Not much, unless I want to stare at unfinished paintings in the filthy, dirty backside of the basement.

Point is, we can never replicate exactly how we felt when first playing a game, as they'd require outside influences to be replicated again and again (that, and do I really want my mother to make incomplete paintings of Mario?) Maybe Mario Kart 64 isn't all that hot now, but having replayed Super Mario 64 over three times in the past three years, it's stunning to me how that game holds up today despite its rudimentary nature. 


Take the old in with the new, and forge on. Criticize the new and the new, and accept their quality as they are. As a writer, it is my duty to record such experiences.

Final Thoughts: No, really, how does Mario Kart 64 hold up? Hmm...maybe it's time for a Mario Kart retrospective.

Wednesday, August 3, 2016

Biweekly Music Wednesday! No. 39 ~Labyrinth of a Dream~ (EarthBound)



Origin: EarthBound
Plays In: Magicant
Status: Original Composition
Composed by: Hirokazu Tanaka

When I used the term "Starmen.net hippies" in my EarthBound review, I wondered just how accurate that term was. Believe it or not, a self-described hippie did wander onto the forums during my initial time there back in 2002. He stumbled upon the General Discussion one day and seemed genuinely confused as to where he ended up: he always wanted to shift discussions towards his herbs and continually affirm his identity as a hippie (was he perhaps attracted due to EarthBound's beloved New Age Retro Hippie?). The forum archives don't contain his antics, but he lasted for maybe a week or two, declaring his moving onto a site/forum dedicated to hippiedom.

Today's internet population would deem him as some sort of bizarre troll, but when you're ten years old and attempting to fit in with an older crowd, anything on the internet can, and will, seem real.

Did my brief anecdote come across as vague? During my English Major studies at college, I once read about how autobiographers and memoirists are often confronted with gaps in their memory, and one writer shared a childhood story where she highlighted corrections to faulty memory: a new name here, a made-up exchange of dialogue there, and so on. It sounds shady, but it's mainly done to reflect the themes and morals of the story involved. So long as it's not overdone or performed with malicious intent, what matters is that your story touches your readers the same way it did to you.

I could have filled in such gaps if I wanted to, but that it's one of many fractured memories is so fascinating to me. Childhood recollections are funny like that: you remember clear as day when Spongebob Squarepants and the Nintendo 64 arrived in your life, yet entities like Rugrats and Dragon Ball Z were either always there or just suddenly pop in, like a new chapter in a book. I can't get over it.


My early experiences on online message boards are especially funny in how fondly I look upon them despite them ranking among the more embarrassing moments in my life. I raised my Nintendo fanboy banner high, could hardly formulate sentences, and often abused all-caps, emoticons and exclamation points; in other words, I was your typical noob. I knew I was out of my element, but this was something you'd never encounter in the schoolyard; it was an organic, ever-expanding world with people well beyond my years, both literally and figuratively. (And there were jerks, too, but you can never escape those.)

As mentioned in my aforementioned review, Starmen.net was electrifying in spite of all this. My topics were frequently locked and my attempts at humor often fell flat, but I was still part of a loving cult that worshiped a forgotten masterpiece. Maybe others felt I was another annoying kid, but I was just proud to have left a mark. I signed the Mother 3 petition that had 30,000 signatures and was sent to Nintendo and Mr. Itoi, even if my comment was awkwardly-phrased ("I just got interested in this game yesterday!!"). I participated in the Apple of Enlightenment comic contests with embarrassing garbage (really, guess which one is mine). Some of my entries for both that and the Flukes section were so terrible that they never made it through.

I remember some of these vividly; others, not so much.

The original Starmen.net still exists, functioning much as it did in the internet yesteryear...except for two relevant sections: the links and the forums. Most, if not all, of the former are dead and the forums don't lead to the archives I posted earlier (and as said earlier, not every post and topic are archived). I guess I could visit the old links via archive.org if I wanted to, bless that site's heart, but that they're dead and gone forever in the public eye sends me on a mournful nostalgia trip.

I still remember the likes of GeoCities and Tripod, which hosted sprite comics like Mega Mario World Comix and Third Attempt. I remember scanning Google for troves upon troves of Dragon Ball Z pictures, notably a bunch that were hosted on a site with "otaku" in the URL. I remember Pupkin, the webcomic with nebulous quality and how a high school honors student wrote to the artist not to stop the strip. I remember how the official Pikmin site had some sort of online game involving teams. I remember when the likes of Neglected Mario Characters, That's My Sonic! and Homestar Runner were relevant and not swamped with poker ads, cheating/abuse scandals or simply left to languish. I remember being sent a Yoshi fangame over PM on the VGF forum, and the game was credited to someone named Will. I remember the fanfiction on SmashBoards, where Creative Minds was secretly the best board and I made friends with people I still know today.

And so long as I remember...they're still alive.

Final Thoughts: I want to spend the rest of the night remembering.

Wednesday, July 20, 2016

Biweekly Music Wednesday! No. 38 ~Forest of Hope~ (Pikmin)




Origin: Pikmin
Plays In: The Forest of Hope
Status: Original Composition
Composed by: Hajime Wakai

Whenever I hear the Forest of Hope, I'm there. I'm there in the sunbaked Japanese countryside I dreamed of as a little boy, swallowed by trees and creeks. They whisper endlessly, their shaded bases and sunken pebbles holding as much allure as Kirby Super Star's backgrounds, as much gravity and significance as the greatest of Super Mario's battles and the fainted nostalgia of EarthBound's streets.

But I cannot relax for long, as a memory calls for me.

I'm walking down an obscured dirt path, the leaves crunching beneath me as I sink further into a tunnel of trees. The road is endless, the sun shining through the mass overarching of leaves no matter how long I walk. What I seek is here, but it slips further and further out of my grasp. I can feel it: the knowing prodding from the deepest recesses of my memory growing ever more quiet. I stop and observe my surroundings, absorbing the futility of it all.


Do I even remember what I'm looking for?

Just as I'm about to take another step, movement catches my eye. Emerging underneath from a decayed leaf arrives a lone Yellow Pikmin, hopping excitedly at my presence. As I crouch down to meet its level, it dashes over and gibbers in its alien language. With a sideways glance, it points giddily to a nearby crowd of shrubbery and runs off, making motions for me to follow.

Has it been waiting for me?

Letting it take the lead, I watch as it's swallowed in a sea of green before taking cautious steps forward. Am I afraid I'll squish my new friend in the mess of flora, or am I simply not ready for what I'm about to find? I quiver in fright until the shrubs shake, the Pikmin protruding its head and motioning to me again before diving back in.

I hesitantly step into the brush, and then I remember.

Long ago, just outside of my cousins' backyard lied an urban dirt road. To the right lied a small patch of woods by the neighbors, and within was a small playhouse. It was homemade, wooden with chipped, white paint and a red roof. It hadn't been used in a long time: strewn inside were dusty chairs, tables and windows, and Daddy-Long-Leg spiders hid within the cracks of the walls.

What was it doing in Japan? I don't know, but maybe it was there all along.

I keep walking. Pushing aside branch after branch and leaf after leaf, the memories gradually piece themselves together. How I walked out of my cousins' house without a word, opening the gate to leave and find my hidden playhouse. How I always wondered who it belonged to, who played within its tiny confines, how no one ever noticed my silent occupation inside.

How, someday, I never managed to find it again.

And then, there it lies.

Situated just outside a spacious clearing, the playhouse is bathed in a ray of light. A side window is host to a fallen tree branch, and perched on-top is the Yellow Pikmin. It waves silently before hopping through the empty pane,

Holding my breath, I stride over, crouch down slightly to meet the door size, and walk inside.

It is just as I remember it, dust and all. But a gentle aroma fills the air; two warm cups of ocha tea sit on the old table, one much smaller than the other. The Yellow Pikmin sits opposite of the cup and, turning to face me, points to its larger counterpart. Another gift. I make my way over to a chair and wrap my fingers around the cup handle, lifting it to gently clink our glasses together.

We sip from our cups and turn to watch the sun set over the clearing. The euphoria settles within both of us, words not needed as what we've waited our entire for lives sinks in. The reminder that so many other abandoned memories remain unsolved prods in my brain, yet for now, the catharsis of salvaging this one moment rises above all.

But it's not for long, because it is already time for bed.

Final Thoughts: If the above narrative hadn't implied it, this is one of my gaming comfort songs. What are some of yours?

Wednesday, March 16, 2016

Biweekly Music Wednesday! No. 33 ~Pallet Town~ (Pokemon Red and Blue)


 

Origin: Pokemon Red and Blue
Plays In: Pallet Town
Status: Original Composition
Composed by: Junichi Masuda

Where it all began.

Pokemon was an overnight success in America, and I was certainly no exception to its clutches. I followed its Nintendo Power previews with some mild interest, watched as it absorbed the lives of my cousins, and eventually received my own copy of Pokemon Red not too long after it initially came out.

As someone with a strong memory, it's spotty in certain places for this game. I was naturally inclined towards Charmander, but Brock''s Rock-types were a harsh counter, so I found myself drifting towards Squirtle. Other than those two, I can't tell you who else I used in my party. I had one of my cousins play through the game for me after getting stuck at Lt. Surge's puzzle, but I vaguely recall playing through it myself more than once; in fact, I remember one time being shocked I skipped a route after completing the game, full of trainers waiting to fight me. I captured a Golduck in Seafoam Islands. I abused the hell out of the Rare Candy trick, among other glitches (fishing in statues!). I taught my Blastoise Earthquake, which always felled Gary's Venasaur. I always named the main character after my best friend in 1st Grade. There are many other scattered memories...but hardly any connect to a single thread.

Childhood memories are chock-full of gaping holes like that, but I've found that's part of the appeal. They're puzzles that'll never be solved, but each has their own involved story. The Golduck one, for instance; my Mom and I were just driving into an OT session, and I pumped my fist at the thrill of obtaining a Golduck for the first time. The big mystery, of course, is why I hadn't bothered raising a Psyduck into evolving one beforehand, but that aforementioned thrill is the only memory I have of capturing a rare Pokemon. You don't need logic to understand that.

Now that I think about it, I realize the Pokemon phenomenon was bigger to me than the game. I still loved playing it, of course, but my life was practically captivated by everything Pokemon. I watched the cartoon religiously every morning and after school. I rocked out to the full version of the opening theme on CD. I had a behemoth collection of Pokemon cards, courtesy of my mother buying them for me as a reward for being good at school. I obtained practically every Pokemon book and magazine out there--the first issues of Pojo and Beckett, various manga published by Viz, the excellent Versus Book guides, and both editions of the Official Pokemon Handbook. I ate the cereal. I counted down the days to the movie, which was originally scheduled to come out on my birthday. I fell for that fake secret in Expert Gamer about capturing a Yoshi. I had the plushies, the Burger King toys, the pinball game, the Pokedex replicas, everything.

I'm not particularly into any of that anymore (barring my shrine of ancient Pokemon cards), but I remember what was most important of all: there was a time when Pokemon ruled the world. And at the beating heart of that nostalgia is where it all began for every Pokemon fan: the theme of Pallet Town. It's that rare beginning theme that etches every moment of context into a young gamer's heart: the protagonist's SNES console, the Stand by Me reference on his TV, the fat guy marveling at technology in front of Prof. Oak's laboratory., being stopped by the professor himself and receiving your very first Pokemon. The first of many fated battles with your rival, who you've known since you were babies.

It's a mirror of tear-inducing nostalgia in and out of itself, and many cannot listen to it without crying. I still haven't yet, but listening to the orchestrated version at Symphonic Evolutions made me come close. Actually, writing this now is almost pushing me off the edge.

But nostalgia is nostalgia, and memories are memories. What's most important of all is that twenty years later, Pokemon is still around. New fans are still cropping up everywhere, and have their own Pallet Towns in Littleroot and Vaniville. And now, thanks to Red, Blue, and Yellow finally releasing on the 3DS Virtual Console, they can finally experience what defined our lives eighteen, perhaps twenty years ago. That the monochrome corners of Pallet Town will give birth to new childhoods excites me more than anything else

Here's to twenty, forty, and an eternity of more Pokemon. It truly deserves it.

Final Thoughts: Man, does anyone else hate those official "echo" versions of the R/B/Y soundtrack? Totally ruins the feel for me.

Saturday, February 27, 2016

Worldly Weekend: Dragon Ball Z: Budokai (PS2)


And now, to geek out even more.

While Pokémon was what cultivated my interest in anime and manga, Dragon Ball was what captivated that interest and promptly skyrocketed it into a permanent hobby. Akira Toriyama's tales of monkey-tailed boys, alien combat and musclemen protruding golden hair three times their size captured my heart like every other young male living in early 2000's America, and I celebrated my fandom in every way possible. My friends and I constantly invented new adventures for our DBZ action figures. I dressed up as Vegeta for Halloween (I think the wig my mom made is still lying around somewhere!). I memorized the power levels of every character as I frequented the web for plot summaries and pictures. I downloaded translated ROMs of the Japan-exclusive games. I even discovered that, gasp, the show was being censored for American television!

That all began fifteen years ago, and after all these years, my Dragon Ball dorkiness is still alive...if not a tad more latent. Episodes from the fabled Dragon Box sets frequently serve as nostalgic background noise within my basement. I'm quite behind on the new animated adventures, having only seen the first two episodes of Dragon Ball Super and the Battle of Gods movie (for the record, I loved both). Every now and then, I take one of my old manga volumes and take a whiff of that familiar smell; once upon a time, I was convinced Japanese children reveled in that holy scent twenty years before I did.


While still regarded as an action masterpiece, it's easier to discern the flaws of something I once deemed as perfect. The childhood and adulthood periods of protagonist Goku's life--marketed outside of the original Japanese manga as Dragon Ball and Dragon Ball Z, respectively--are too thematically dissonant (if anything, I prefer the whimsy of Dragon Ball). Non-Saiyan characters are frequently shoved into the sidelines, no matter how much time had been invested into them prior. Yet no matter how much I could go on, none of it matters whether I'm reading or watching it. I could say it's just my childhood speaking, yet every story beat, every character moment have become so ingrained into shonen manga that it's little wonder it remains the cornerstone of Weekly Shonen Jump (to provide an American equivalent, I suspect many feel the same about the original Star Wars trilogy and how it impacted cinema). Needless to say, it's a series I still deeply respect and adore.

With all that said, Dragon Ball Z: Budokai requires some context. See, Japan had been living it up with Dragon Ball video games since the 80's, yet we Americans never got in on that action (not including the infamous Dragon Ball GT: Final Bout). It wasn't until 2002 when animation company Toei, American anime licenser/localizer FUNimation and game publisher Infogrames finally got off their sorry keesters and began distributing DB games across the West. While we were initially gifted with a spectacularly shitty duo of Game Boy Advance games in The Legacy of Goku and Collectible Card Game, everyone's eyes were on what was to be the first 3D DBZ fighter for PS2: Budokai.



That's a pretty big deal, as evidenced from the above intro animation. Mute the rancid (yet catchy) 90's rap song and merely observe the video. Yes, you're watching a replica of the Cha-La Head-Cha-La opening from the Japanese version. For the first time, every scene from this iconic 1989 animation had been rendered in beautiful, luscious 3D. That America was not only treated to a butchered version of the opening for the show but that the original song was axed in favor of Rock the Dragon dilutes the nostalgic impact somewhat. Thankfully, we were too distracted by the shiny PS2 graphics to really notice.


What made Budokai so special is that it framed itself as a genuine celebration of Dragon Ball. It didn't cover every chapter of the saga, but the game sprung to life from the get-go with winks and nods everywhere (just look at all the little character icons up there!). Menus were peppered with animations and stills that perfectly matched the style of Toei Animation (with how the company handled the opening sequences for the sequels, I'm convinced they at least provided the latter for this title). The voices were the same as the show, and the soundtrack--composed by series veteran Kenji Yamamoto in a collaboration with Tower of Power--was so good it had practically defined the game by itself.

And how my heart aches knowing I can no longer appreciate all that.


I say this knowing full well Dragon Ball Z: Budokai never had the deepest battle system; even back then, I was able to discern the more homogenized attacks between most characters in the first two games (the most baffling case being in this title, where one particular combo is literally just a couple kicks. Bear in mind there's a dynamic camera involved). But it was good enough...and cool-looking. Like, really cool. The game's emphasis on arena-destroying supernovas (the best being Mr. Satan-er, Hercule's, where, in a fake plea for mercy, he hands over a remote-controlled bomb to the enemy), emulating the super-fast flurries of punches/kicks through button-mashing sequences, and delivering attacks so hard they send your opponents careening into alternate arenas all authentically matched the show.

Except now it's not. Unlike most games ravaged by time, Budokai's in a...peculiar predicament. For one thing, it's the forerunner in a series that shifted over to cel-shaded graphics just the next year. The awkward graphical look would be bad enough, but there's also the matter of just about everything else. You have the voice acting, which is the same as the show but FUNimation's dubbing for DBZ has always been a mixed bag, to say the least. Then you have the music, which was...no, I don't have the heart to say it yet.

Needless to say, a "just good-enough" battle system can't support all that, no matter how flashy it is. It'd be easy to dismiss it a static relic of its time, yet somehow it's preserved its spot as the fondly-remembered DBZ game by American fans. We could just chalk it up to it being a runaway sales success over here, yet there's other matters to consider, namely that Budokai was the only Dragon Ball Z game for years to host a fully-animated Story Mode that reenacted the original series.


Not that the subsequent games up to 2008's Burst Limit didn't have a Story Mode, but they were all propped up through board games (Budokai 2), 2D "still" images (Budokai 3, although Dragon Universe was mighty cool for what it was), or the models just standing there talking (the entire Sparking!/Budokai Tenkaichi trilogy). Subsequently, Budokai's first stab at retelling the story we all know and love in 3D won by default for most folks.

And it's not like it did so through laziness. For one thing, the cinematics are well-animated for their time. Yes, we can nitpick the grainy textures (look no further than the bleached green of King Kai's planet) or that fart sound that comes out of Yamcha's clenched fist in that one cutscene, but god damn did they look cool. Take how it adapts Goku's iconic transformation into Super Saiyan, where the screen quakes with such intensity every time he screams. It was electrifying to watch as a kid, and even now it's one of the legitimate pieces of direction that holds up.

But wait, I thought I just said the game didn't age well graphically? Yes, well, note how I said it's well-animated, and even then that only applies to the cinematics. While the cutscenes may be of adequate quality, it's shocking how that all falls apart when the fighting comes down. The characters lack breathing animations, and everyone's beefcake designs renders it even more awkward, particularly when a good chunk of victory animations consist of character crossing their arms and grinning smugly into the camera (the winner goes to Piccolo, who hangs his mouth open in stupefied wonder at his endlessly-wiggling antennas).


Needless to say, it's really easy to see why they moved into cel-shading. For instance, there is nothing natural about the power-up animation: as opposed to lifting the iconic stances from the show, characters statically scrunch up into a position quite akin to that of taking a dump. Despite the beefcake designs, there's a real lifeless look to everything that was never going to hold up. While the GameCube version added in a unique cel-shaded look of its own, the animation problems persist.


Honestly, I think I'm even being generous with the cutscenes in regards to modeling. Just look how ghastly Karin (Korin) the cat looks up there. That's actually a shot from the HD version, and apparently whoever was in charge of that remaster couldn't fix such a monstrosity.

Anyway, there's also the matter of VAs. Look, let's be honest: while FUNimation may be the best anime dubbing company in America now, that'd be a difficult case to make in 2002 (let alone when they first started out). While Dragon Ball Z was what got them on the map, it fell victim to about every bad dubbing trope from the late 90's: stilted VA direction, corny scripts, a never-ending replacement BGM, and embarrassing opening songs. You cannot sit here and tell me that a dub host to a character singing "CAT LOVES FOOOOOOD YEAH YEAH YEAH YEAAAH" (if you pay attention, the dialogue exchange doesn't even match the context of the scene) or a villain randomly making homosexual advances is better than the original Japanese, a thing of beauty host to the best seiyuu in the anime industry.

But hey, don't take it from me. Why, who is that handsome young man grilling voice actors Sean Schemmel and Christopher Sabat? That would be me, at last year's Otakon! And I gotta say, while I don't entirely buy the "old equipment" answer, I'm quite impressed with their opinion on nostalgia. After all, it's not like Dragon Ball is some holy grail many of us superfans treat it as such. To some people, it's just their favorite goofy Japanese cartoon they grew up, and the meaning of "dubs vs. subs" hold little meaning to them, and that's quite alright.

With all that in mind, Budokai is a pivotal moment in researching the history of DBZ dubbing. Not only was the show coming to an end in America, but this was the first time the cast was brought together for an extensively-voiced video game. For starters, there's Chris Sabat and his dozen roles: his stern direction for Piccolo had evolved just fine, yet he still hadn't figured out how to make Vegeta sound anything other than, as Kanzenshuu once put it, a guy in a booth doing a gruff voice. Meanwhile, Sonny Strait has come a long way in his voicing Kuririn (Krillin): no longer has his direction for the character rendered him an annoying squeaky-voiced punk, but as a genuine sidekick that immediately grows on you.

And then there's voices that continue to, well, flat-out suck. Like Ocean's Pauline Newstone before her, Linda Young's Freeza remains the most notorious miscast in anime dubbing history. Don't let the lipstick fool you; the character has absolutely zero business sounding like an old woman who's had far too many smokes. Despite being the series' most infamous villain, it's hard to believe that in context when you cannot take anything he says seriously. It goes to show FUNimation's worst casting weakness lied in body type: the less said about Philip Wilburn's squeaky Android #19 and Sean Schemmel's "marble-mouth" Kaio (King Kai), the happier I'll be.

In context of the game, it's interesting to witness the juxtaposition of direction. Rumor has it that Toei representatives oversaw the localization, and it'd definitely show in the Story Mode. Regardless of any voice mismatches, there's not a single instance of dry delivery, further granting the impact these cutscenes had back in the day. And then, once again, it falls apart a bit in actual battles. Characters announce attack names super quickly to accommodate the quick frame executions (check out Gohan's take on Kamehameha), and there's an obvious glitch regarding the Cell character: no matter how much he transforms in battle, he's always stuck with the nasal "bug" voice of his first form. It's something they never actually fixed for the sequels, and it's especially odd when contrasted with the normally-dignified countenance of his Perfect Form.

Add in how the voice clips' muffledness has grown more distinct over the years, and the delivery of the bad voices are amplified. Of course, Freeza is absolutely terrible, but the most egregious cases lie in the representatives of the Ginyu Force. Chris Sabat's Arnold Schwarzenegger impression for Recoome borders on incomprehensible and obnoxious, as is also the case for Captain Ginyu himself. The elderly Brice Armstrong is a baffling replacement for the adequate Dale Kelly; he's clearly too old for the flamboyant character and it shows in his nasal delivery.

Speaking of baffling, we now arrive at the most heartbreaking case of all: Kenji Yamamoto, the soundtrack's composer. No, not the same Kenji Yamamoto who composed the Metroid Prime trilogy; the Kenji Yamamoto who's not only been involved with composing songs for DBZ since its inception, but for all the video games dating back to the Super Famicom era.





As mentioned before, Budokai's score is so damn good that it's practically impossible to discuss the game without bringing it up. What made it excel was that it struck that perfect balance between Dragon Ball's lighthearted humor and adrenaline-rushing action. The above themes, which respectively accompany the menu and character select themes, represent the former and dress up the overall presentation; they're so fun that you can't wait to dive into the action.



And what action it is! Kenji Yamamoto's collaboration with Tower of Power definitely bore fruit; yes, those are real instruments you're hearing, all accompanied through some kickass synth. Raging guitars rev up the familiar locales that are Budokai's battlefields, and they're all the better for it. Combined with the arena-shifting mechanics, one could even say they heighten the glory of a shallow combat system.



The Story Mode isn't neglected, either. They emphasize more on synth, but Yamamoto ensures they inject blood-pumping adrenaline and appropriate drama when needed. The above example is actually spliced into three different components for varying cinematics: quiet anger (when Goku observes his dead friends slain by Nappa), anticipation and encouragement (Goku convincing Gohan to take on Cell), and awesome kickassery (Goku's Super Saiyan form scaring the shit out of Freeza).



Heck, he even goes out of his way to pay homage to the original DBZ recap theme! You see what I mean when I said this game celebrates Dragon Ball? In fact, rumor has it there's a cameo from Super Famicom fighter Super Butoden 2 somewhere...

So, wait, I just spent the past four paragraphs singing the soundtrack's praises. If the music's so good, what's the problem?

Well, it's plagiarized.





Yeah, how's that for a kick in the balls?

Kenji Yamamoto's plagiarism scandal has been well-documented, and while I was careful enough to cite the tracks that (as far as we know) weren't "inspired" from other sources, therein lies the rub. It's immensely disappointing that someone who clearly had talent fell to thievery, let alone the fact that he strung along his none-the-wiser collaborators for the ride. And even in the case of my cited tracks, I'll always be asking myself if they were truly born from his "talent."

Perhaps my memories of how much I enjoyed the game are what's most important, but that they won't live on to future generations is the most heartbreaking factor of this ordeal. Just like how Dragon Ball Kai's soundtrack was swiftly replaced across the world following the scandal, any games currently on the market that had Yamamoto's involvement had their scores replaced with recycled tracks from the Tenkaichi brand of games (which, in themselves, were actually replacements of the original Japanese score).


The Budokai HD Collection for PS3/X360 was no exception to the rule. Let it be known the dance music of the Tenkaichi series is not at all like the grounded guitars of Budokai, as evident in this collection of cinematics. It's too blatant how the cutscenes were built around the original score, and all these overly-peppy tracks induce emotional cues so differently that you may as well be watching/playing a whole different game altogether.

And therein lies the real problem: I actually prefer the plagiarized score because it functions better within the game's context. Isn't that messed up? It's too ingrained into me, too loved to accept any morally-correct replacement, and that's all because some jackass in Japan decided it was okay to steal. Maybe I'm at fault, too, but to dismiss it as "it is what it is" feels so wrong.


I love everything else Budokai brings to the table. I love that the Tournament is framed within the World Tournament/Tenkaichi Budokai from the original series (complete with the lovable announcer guy!). I love the concept of custom fighters and collecting abilities through Hoi-Poi Capsules. I love the "what-if" scenarios, particularly the scenarios involving Cell's "nightmare" and The Legend of Hercule, where the big faker actually ends not up being a faker and beats up everyone attending the Cell Game.

But I love that all with a broken heart, and I can no longer call Budokai one of the truly great Dragon Ball games. It doesn't fall nearly into the "so bad it's good" rabbit hole I rediscovered last summer with Sonic Adventure DX, but the polish found in everything else can't save how it's a victim of circumstance. The combination of flash over substance, Toei-blessed presentation vs. generic models, and an amazing soundtrack tainted with plagiarism blend together to create a product with big, gaping cracks gradually rising to the surface.

I suppose it'd be a bit mean to label Budokai mediocre; I mean, I love what it tries to do too much to label it as such, but as it stands, it truly is a relic meant for study and getting one's nostalgic kicks, not entertainment.


(I blame Yamamoto; seriously, fuck you, man.)