Showing posts with label yoko shimomura. Show all posts
Showing posts with label yoko shimomura. Show all posts
Sunday, April 8, 2018
Worldly Weekend: Kingdom Hearts: Re:Chain of Memories (PS2/PS3)
And so begins Kingdom Hearts's foray into befuddling names. Admittedly, Re:Chain of Memories is hardly as ridiculous and pretentious as the goofy titles we'll become acquainted with down the road; if anything, I'll grant the "Re:" here actually makes sense -- the involved prefix meaning it's another attempt at a previous title -- but its sudden intrusion before the subtitle has always irked me. Still, it's of little consequence.
Really, what I find more fascinating is the brisk turnover between the original Game Boy Advance game and this remake for PlayStation 2: for those not aware of the dates involved, the original Chain of Memories launched at the very end of 2004, while this 3D remake -- a bonus game packaged alongside the Kingdom Hearts II Final Mix re-release in Japan -- released in Spring of 2007 (it received a standalone American release at 2008's end). I struggle to think of any game redone in such a short span of time, and I am never not impressed by this probable record and at Square-Enix's brilliant marketing strategy (what, KH2 with additional features isn't enough for you? Okay, then here's a GODDAMN 3D REMAKE OF A GAME BOY GAME)
Thursday, March 29, 2018
Mario & Luigi: Superstar Saga
In retrospect, it's hard to believe we've gone fifteen years without a single new take on the Mario RPG formula. Mario & Luigi: Superstar Saga, developed by Super Mario RPG alumni at AlphaDream and the game we are reviewing today, was the last new concept introduced and that was way back in 2003's GameCube/Game Boy Advance era. Since then, Mario & Luigi has ballooned with five consecutive sequels (including Superstar Saga's 3DS remake just last fall), Paper Mario only had one more RPG (2004's The Thousand-Year Door) before bumbling into a hitherto unfinished run of tone-deaf platforming/action hybrids, and despite what dubious rumors may tell you, Nintendo, Square-Enix and AlphaDream's aforementioned alumni remain uninterested in a Super Mario RPG sequel.
In other words, for maybe the past decade we've been offered Mario RPGs/non-RPGs people are either sick of or don't want, and whereas Nintendo may strangely be complacent with this state, I can only imagine a reboot of some sort would ease our depressed fatigue. My current adoration of Mario & Luigi: Superstar Saga + Bowser's Minions aside, Mario & Luigi's over-saturation is mostly imposed by the series' mixed quality: Superstar Saga and DS's Bowser's Inside Story are generally regarded as the best, with the rest either considered mediocre (Partners in Time), well-meaning but tutorial/content-bloated (Dream Team) or just wasted potential (Paper Jam). When the series works, its offerings are among the most delightful Mario spin-offs around; when it doesn't, it feels draining and monotonous.
Sunday, March 11, 2018
Worldly Weekend: Kingdom Hearts II
Note: minor spoilers within this review. There's nothing too major, but I simply had to talk about how much the story bothered me here.
My dear readers, I ask you to journey with me to a different time: 2005, where Japan's Weekly Famitsu magazine was hyping up Kingdom Hearts II as if it were the Second Coming of Jesus Christ. This is not an exaggeration -- every week, Japanese readers (and Western fans dependent on online scans and translations) were subject to adrenaline-inducing eye candy, with the game's revamped engine providing flashy Reaction Commands and Drive Form acrobatics for protagonist Sora. Clamored Disney films such as Mulan and The Lion King were joining the world lineup, as groundbreaking inclusions like Pirates of the Caribbean, Steamboat Willie and TRON continually surprised fans the world over. A Keyblade-wielding Mickey Mouse was jumping around like Yoda, as the Final Fantasy cameos ramped up with Final Fantasy X's Auron as a party member, Advent Children outfits for the FF7 cast, and even including folks not designed by series director Tetsuya Nomura (Vivi and Setzer, to be precise). Even once-maligned efforts like the Gummi Ship and The Little Mermaid's Atlantica were completely reworked, operating respectively in the vein of Disneyland rides and theater musicals.
In other words, whereas the first game was a good-natured but rough-around-the-edges freshman project, Kingdom Hearts II was set to finally realize the original's dream: a masterful celebration of Disney and wistful nostalgia blended with brooding Final Fantasy influences, all framed within a gameplay engine that could do it justice. Naturally, I myself awaited it as a supernatural revelation, but what did I ultimately think of it when came out?
My dear readers, I ask you to journey with me to a different time: 2005, where Japan's Weekly Famitsu magazine was hyping up Kingdom Hearts II as if it were the Second Coming of Jesus Christ. This is not an exaggeration -- every week, Japanese readers (and Western fans dependent on online scans and translations) were subject to adrenaline-inducing eye candy, with the game's revamped engine providing flashy Reaction Commands and Drive Form acrobatics for protagonist Sora. Clamored Disney films such as Mulan and The Lion King were joining the world lineup, as groundbreaking inclusions like Pirates of the Caribbean, Steamboat Willie and TRON continually surprised fans the world over. A Keyblade-wielding Mickey Mouse was jumping around like Yoda, as the Final Fantasy cameos ramped up with Final Fantasy X's Auron as a party member, Advent Children outfits for the FF7 cast, and even including folks not designed by series director Tetsuya Nomura (Vivi and Setzer, to be precise). Even once-maligned efforts like the Gummi Ship and The Little Mermaid's Atlantica were completely reworked, operating respectively in the vein of Disneyland rides and theater musicals.
In other words, whereas the first game was a good-natured but rough-around-the-edges freshman project, Kingdom Hearts II was set to finally realize the original's dream: a masterful celebration of Disney and wistful nostalgia blended with brooding Final Fantasy influences, all framed within a gameplay engine that could do it justice. Naturally, I myself awaited it as a supernatural revelation, but what did I ultimately think of it when came out?
Labels:
action rpg,
disney,
good,
kingdom hearts,
kingdom hearts II,
ps2,
square enix,
yoko shimomura
Sunday, June 11, 2017
Worldly Weekend: Kingdom Hearts (PS2)
Note: Please excuse the imbalance of quality for screenshots here; for whatever reason, viable screenshots of earlier PS2 game are especially hard to find.
Dear readers not familiar with Kingdom Hearts, I implore you to look, just look, at the cover above. Yes, that is Goofy and Donald Duck of Disney fame chilling in the moody, moonlit sky alongside three anime teenagers. Their normally-cheery faces are now solemn, decorated with such wistful melancholy that does away with their kid-friendly personas, evoking an aura of maturity never before displayed to the public eye.
Needless to say, Kingdom Hearts was one of the most bizarre debuts of the PS2/GC/Xbox era, and yet somehow it ended up being one of the most beloved. A collaboration between Disney and famed RPG developer Squaresoft (now Square-Enix), the 2002 action-RPG's outlandish concept of pitting Disney icons and zipper-laden, key-wielding adolescents against Disney villains in command of heart-harvesting shadows--a tale bookended by Hikaru Utada pop songs, mind--is so uniquely ludicrous that it demands your attention. But why?
My theory? By framing itself as a "darker" take on Disney, Kingdom Hearts ropes in the nostalgic RPG player who once associated with their films in early youth. I am no exception to this: the game was responsible for restarting my fervent following in Disney animation, the soundtrack never left my CD player and I clocked out the "Hours Played" stat in the course of a year. Since then, my association with Kingdom Hearts has floundered over the years: it birthed as an obsession that required a near-intervention, followed by a burning hate that wanted nothing more to do with the series, and am now settled as a casual fan who partakes in it like the finest of junk food.
Dear readers not familiar with Kingdom Hearts, I implore you to look, just look, at the cover above. Yes, that is Goofy and Donald Duck of Disney fame chilling in the moody, moonlit sky alongside three anime teenagers. Their normally-cheery faces are now solemn, decorated with such wistful melancholy that does away with their kid-friendly personas, evoking an aura of maturity never before displayed to the public eye.
Needless to say, Kingdom Hearts was one of the most bizarre debuts of the PS2/GC/Xbox era, and yet somehow it ended up being one of the most beloved. A collaboration between Disney and famed RPG developer Squaresoft (now Square-Enix), the 2002 action-RPG's outlandish concept of pitting Disney icons and zipper-laden, key-wielding adolescents against Disney villains in command of heart-harvesting shadows--a tale bookended by Hikaru Utada pop songs, mind--is so uniquely ludicrous that it demands your attention. But why?
My theory? By framing itself as a "darker" take on Disney, Kingdom Hearts ropes in the nostalgic RPG player who once associated with their films in early youth. I am no exception to this: the game was responsible for restarting my fervent following in Disney animation, the soundtrack never left my CD player and I clocked out the "Hours Played" stat in the course of a year. Since then, my association with Kingdom Hearts has floundered over the years: it birthed as an obsession that required a near-intervention, followed by a burning hate that wanted nothing more to do with the series, and am now settled as a casual fan who partakes in it like the finest of junk food.
Labels:
2002,
action rpg,
disney,
great,
kingdom hearts,
kingdom hearts (ps2),
ps2,
square enix,
yoko shimomura
Wednesday, August 31, 2016
Biweekly Music Wednesday! No. 40 ~Have a Nice Talk~ (Mario & Luigi: Bowser's Inside Story)
Origin: Mario & Luigi: Bowser's Inside Story
Plays In: Various scenes
Status: Original Composition
Composed by: Yoko Shimomura
One of the joys of the Mario & Luigi games--and while I'm at it, Super Mario RPG--is affirming how much Yoko Shimomura gets the Mario universe. Her use of xylophones and the like don't just perfectly complement their respective games' playful, comedic nature: they bear the as Koji Kondo's original source material.
Bowser's Inside Story remains the pinnacle of the series, so it's no surprise its soundtrack remains Mario & Luigi's finest. Above is what's perhaps my favorite selection from the franchise: Have a Nice Talk, which is one of many names it's gone through no other apparent source but YouTube (aside from the fact that it's my personal favorite, we'll stick with that one for convenience). Often reserved for Bowser's overworld portions of the game, the Koopa overlord encounters a number of curious characters to this tune, not the least of which is Broque Monsieur and his horde of Blitties.
Status: Original Composition
Composed by: Yoko Shimomura
One of the joys of the Mario & Luigi games--and while I'm at it, Super Mario RPG--is affirming how much Yoko Shimomura gets the Mario universe. Her use of xylophones and the like don't just perfectly complement their respective games' playful, comedic nature: they bear the as Koji Kondo's original source material.
Bowser's Inside Story remains the pinnacle of the series, so it's no surprise its soundtrack remains Mario & Luigi's finest. Above is what's perhaps my favorite selection from the franchise: Have a Nice Talk, which is one of many names it's gone through no other apparent source but YouTube (aside from the fact that it's my personal favorite, we'll stick with that one for convenience). Often reserved for Bowser's overworld portions of the game, the Koopa overlord encounters a number of curious characters to this tune, not the least of which is Broque Monsieur and his horde of Blitties.
While short in length, this is probably my favorite Mario and Luigi song for more personal reasons. Back when Bowser's Inside Story landed in my hands during Christmas 2009, my life was in the dumps. My senior high school year was a bust in both social interaction and IEP management, my inability to speak up with my feelings set the course for a rather nasty online fallout, and the truth behind my disappearing video games would unravel an unspeakable betrayal...
My only solace, my one escape from the cruel world around me, was latest Mario & Luigi game and its antics.The return of Fawful meant NOA Treehouse's script-writing was at its finest, and the presence of Bowser --always the bratty showstopper in nearly every Mario RPG--was the icing on the cake. To this day, it still remains one of my favorite Nintendo localizations.
But it was Yoko Shimomura's score that captivated me most. From the treacherous winds of Cavi Cape to the funky Bowser's Insides rendition of Plack Beach, the music never failed to lift my spirits in the worst of times, even if it was only momentarily. Have a Nice Talk in particular was the most earwormy of the lot, and I was always turned to its respective YouTube uploads whenever I was sour. It was if it was saying "we know things with your brother are tough again, but Mario, Luigi and Bowser are still here to make you laugh, so please don't feel lonely."
To be fair, it took me a long time to believe that; overall, it took three different files in all to play through the game in its entirety, and it was soon only after my brother's death that I found the courage to complete it. It wasn't necessarily done in his memory, but rather as a means to once again escape from the pain (that fall's revisit of Mario Kart DS was far more relevant in regards to Michael). To my surprise, there was a finality to it all; for instance, I found the music's quality and message to be completely unfiltered, and not once were they ebbed away by imminent sadness.
To be fair, it took me a long time to believe that; overall, it took three different files in all to play through the game in its entirety, and it was soon only after my brother's death that I found the courage to complete it. It wasn't necessarily done in his memory, but rather as a means to once again escape from the pain (that fall's revisit of Mario Kart DS was far more relevant in regards to Michael). To my surprise, there was a finality to it all; for instance, I found the music's quality and message to be completely unfiltered, and not once were they ebbed away by imminent sadness.
It's undeniable that game music forges a strong, emotional people with gamers, but it never ceases to amaze me that even the tiniest of jingles resonate such evocative nostalgia. Much as people praise the final boss theme, the simple NPC conversation theme still remains my favorite. Not simply because it helped me through a dark time, but because now even now, I still have a future. Because even now, even when my social life is still in the gutter...
I'm still laughing.
Final Thoughts: Man, I can't wait to replay this next year!!
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